“…Various scholars have thoroughly articulated the ways in which patriarchy, heteronormativity, capitalism, sexism, racism, militarism, colonialism, ableism, and classism as forms of knowledge are integral to the development, dissemination, and deployment of emerging digital technologies (Wacjman, 1991;Balsamo, 1996;Nakamura, 2008;Dyer-Witheford & de Peuter, 2009;Crogan, 2011;Byrd, 2016;Noble, 2018;Dooghan, 2019). For example, in contextualizing the emergence of computer games as the "defining technology of the contemporary digital information age" (Crogan, 2011, p. xiii), Patrick Crogan traced the trajectories of scientific research, including cybernetics and virtualization, funded by the United States military for the goal of war-making during the 20th Century; the "computerbased simulational technics" that undergird modern computer games emerged from these trajectories (p. xx).…”