Epistemic Disobedience in Digital Games: Mega Man X8 16-bit case
Keywords:
epistemic disobedience, game mods, coloniality, affective communities, alternative knowledgeAbstract
This article examines how game mods and fangames can operate as practices of epistemic disobedience within a global gaming industry marked by coloniality and technological precarity. Drawing on the Brazilian history of cloning, piracy, and gambiarra, it argues that fan productions challenge hegemonic definitions of what counts as a "good" game and who is entitled to create it. The article distinguishes technical and affective dimensions of modding, emphasizing how communities mobilize precarious infrastructures, shared knowledge, and emotional attachments to reconfigure commercial franchises. Through a case study of the fangame Mega Man X8 16-bit and forty reviews posted on Sonic Fan Games HQ, it analyzes how players evaluate the project against Capcom's original title, revealing tensions between fandom, market expectations, and portfolio-building hope labor. The article concludes that mods and fangames, especially in the Global South, transform material limitations into alternative ways of knowing, designing, inhabiting, and playing digital games today.Downloads
Published
2026-06-16
Bibtex
@Conference{digra2821, title ="Epistemic Disobedience in Digital Games: Mega Man X8 16-bit
case", year = "2026", author = "Wajsfeld, Pedro", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/2821}", booktitle = "Proceedings of DiGRA 2026"}
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Papers
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