Speaking Events

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Invited Keynote Presentations

Stang, S. (2021). Succubi, Sirens, Harpies, and Hags: Unpacking Misogynistic Female Monstrosity in Games. Tampere University Game Research Lab Spring Seminar – Invited expert commentator and keynote speaker. Virtual seminar. April 20-22.

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Invited Expert Panelist Presentations

Stang, S. (2021). Representation and Identification in Roleplaying Games. RPGs, Community, and Inclusion. Organized by Game in Lab, Asmodee Canada, York University’s Institute for Research on Digital Literacies (IRDL), and Ryerson University’s Centre for Digital Humanities.

Conference Presentations

Stang, S. (2021). Vengeful Monsters, Shapeshifting Cyborgs, and Alien Spider Queens: The Monstrous-Feminine in Netflix’s Love, Death & Robots. 71st Annual International Communication Association (ICA). Virtual conference. May 27-31.

Stang, S. (2021). Sexualized Female Monstrosity: The Video Game Succubus as Pet, Monster, and Demon. 71st Annual International Communication Association (ICA). Virtual conference. May 27-31.

Stang, S. (2021). Queer Harpies and Vicious Dryads: Abject Female Monstrosity in Skyrim. Canadian Game Studies Association (CGSA) at the Congress of the Social Sciences and Humanities, Edmonton, Alberta. Virtual conference. May 27-31.

Stang, S. (2021). “When will the world learn? Women should be in charge of everything”: Lilith as Villain, Victim, and Feminist in Chilling Adventures of Sabrina. Canadian Communications Association (CCA) at the Congress of the Social Sciences and Humanities, Edmonton, Alberta. Virtual conference. May 27-31.

Stang, S. (2021). Publish and prevail: Graduate student guidance for academic publishing (Roundtable Workshop). Canadian Communications Association (CCA) at the Congress of the Social Sciences and Humanities, Edmonton, Alberta. Virtual conference. May 27-31.

Stang, S. (2021). Mutated and Monstrous Mothers: The Abject Pregnant Body in Video Games. The Society for Cinema and Media Studies (SCMS). Virtual conference. March 17-21.

Stang, S. (2021). Video Games and/as Representation: Teaching the Importance of Diversity in Interactive Storytelling. Modern Language Association (MLA), Toronto, Ontario. January 7-10.

Stang, S. (2020). Memory Loss, Identity Crises, and Ghostly Dreams: Final Fantasy and Player-Avatar Identification. Foundations of Digital Games (FDG), Malta. September 15-18.

Stang, S. (2020). Queer Harpies and Vicious Dryads: Abject Female Monstrosity in Skyrim. Canadian Game Studies Association (CGSA) at the Congress of the Social Sciences and Humanities, Vancouver, British Columbia. June 3-5. (Conference cancelled due to COVID-19). *Panel Chair and Organizer

Stang, S. (2020). “When will the world learn? Women should be in charge of everything”: Lilith as Villain, Victim, and Feminist in Chilling Adventures of Sabrina. Canadian Communications Association (CCA) at the Congress of the Social Sciences and Humanities, London, Ontario. June 2-5. (Conference cancelled due to COVID-19).

Stang, S. (2020). Cyborgs, Shape-Shifters, and Alien Spider Women: The Monstrous-Feminine in Netflix’s Love, Death & Robots. Film Studies Association of Canada (FSAC) at the Congress of the Social Sciences and Humanities, London, Ontario. June 2-4. (Conference cancelled due to COVID-19).

Stang, S. (2020). Mutated and Monstrous Mothers: The Abject Pregnant Body in Video Games. The Society for Cinema and Media Studies (SCMS), Denver, Colorado. April 1-5. (Conference cancelled due to COVID-19). *Panel Co-Chair and Organizer

Stang, S. (2020). “Let no man hold power over you”: Lilith as the Monstrous-Feminist in Chilling Adventures of Sabrina. Riverdale: A Land of Contrasts conference, Abbotsford, British Colombia. March 13.

Stang, S. (2019). Sexualized Hybrid Monstrosity: The Ludic Spider Woman as Literal Black Widow. Re-Figuring Innovation in Games (ReFiG), Toronto, Ontario. November 7-9.

Stang, S. (2019). Spider-Women, Hybridity, and Female Monstrosity in Role-Playing Games. Canadian Game Studies Association (CGSA) at the Congress of the Social Sciences and Humanities, Vancouver, British Columbia. June 5-7. *Panel Chair and Organizer

Stang, S. (2019). Roundtable discussion: Deconstructing Silos: Creating a Conversation Between Industry and Academia. Film Studies Association of Canada (FSAC) at the Congress of the Social Sciences and Humanities, Vancouver, British Columbia. June 4-6.

Stang, S. (2019). Killing Monstrous Mothers: Mutated Broodmothers and Abject Reproduction in Video Games. Canadian Communications Association (CCA) at the Congress of the Social Sciences and Humanities, Vancouver, British Columbia. June 3-6.

Stang, S. (2019). Balancing the Triforce: Gender Representation and Androgynous Masculinity in the Legend of Zelda Series. International Communications Association (ICA), Washington, DC. May 24-28.

Stang, S. (2019). Madness as True Sight in The Cat Lady and Fran Bow. International Communications Association (ICA), Washington, DC. May 24-28.

Stang, S. (2019). Interactivity. International Communications Association (ICA), Games + Communications Ante-Conference, Washington, DC. May 24-28.

Stang, S. (2019). Witches, Hags, and Crones: Old Age and Female Monstrosity in Video Games. The Society for Cinema and Media Studies (SCMS), Seattle, Washington. March 13-17. *Panel Co-Chair and Organizer.

Stang, S. & Trammell, A. (2018). The Monster Manual as Patriarchal Bestiary: Misogynistic Tropes of Female Monstrosity in Dungeons & Dragons. Re-Figuring Innovation in Games (ReFiG), Vancouver, British Columbia. October 25-27.

Stang, S. & Dorey, S. (2018). Play-By-Post Roleplaying: Ludic Structures, Creative Play, and Queer Identity. Queerness and Games Conference (QGCon). Montreal, Quebec. September 29-30.

Stang, S. (2018). Body Horror as Body Shaming: Fatness and Monstrosity in Video Games. Digital Games Research Association (DiGRA). Turin, Italy. July 25-28.

Stang, S. (2018). How to Parent in the Zombie Apocalypse: Familial Bonds in The Walking Dead Video Game Series. Canadian Game Studies Association (CGSA) at the Congress of the Social Sciences and Humanities, Regina, Saskatchewan. May 30-June 1. *Panel Chair and Organizer.

Stang, S. (2018). Vengeance, Trauma, and Backstory: Narratives of Abuse and Sexual Assault in Video Games. Canadian Communications Association (CCA) at the Congress of the Social Sciences and Humanities, Regina, Saskatchewan. May 30-June 1.

Stang, S. (2018). Ableism, Ageism, Fatness, and the Monstrous-Feminine in Video Games. The Society for Cinema and Media Studies (SCMS), Toronto, Ontario. March 14-18. *Panel Chair and Organizer.

Stang, S. (2017). Sexy Succubi and Abject Mothers: The Monstrous-Feminine in Video Games. Re-Figuring Innovation in Games (ReFiG), Edmonton, Alberta. October 11-12.

Stang, S. (2017). Gender and Androgyny in The Legend of Zelda Series. Replaying Japan, Rochester, New York. August 21-23.

Stang, S. (2017). Sexy Aliens and Abject Monsters: The Representation of Nonhuman Women in Video Games. Canadian Game Studies Association (CGSA) at the Congress of the Social Sciences and Humanities, Toronto, Ontario. May 31-June 2.

Stang, S. (2017). ‘My greatest weakness? Occasionally I give a damn’: Duty, Responsibility, and Morality in Jessica Jones. Canadian Communications Association (CCA) at the Congress of the Social Sciences and Humanities, Toronto, Ontario. May 31-June 2.

Stang, S. (2017). Player Agency in Telltale Games’ Transmedia and Cross-Genre Adaptations. Film Studies Association of Canada (FSAC) at the Congress of the Social Sciences and Humanities, Toronto, Ontario. May 27-29.

Stang, S. (2017). The Legend of Zelda: Gender, Androgyny, and Conservatism. Popular Culture Association (PCA) / American Culture Association (ACA), San Diego, California. April 12-15.

Stang, S. (2017). Scholar Identity and Positionality in Research Practice Roundtable. Intersections/Cross-Sections Graduate Conference, Toronto, Ontario. March 10-11.

Stang, S. (2016). Video Games: Meanings and Modalities Roundtable. Future Communications Conference, December 9.

Stang, S. (2016). Gender Representation in The Legend of Zelda Series. Re-Figuring Innovation in Games (ReFiG), Montréal, Québec. October 27-29.

Stang, S. (2016). ‘This Action Will Have Consequences’: Interactivity and Player Agency. Meaningful Play, East Lansing, Michigan. October 20-22.

Stang, S. (2016). Big Daddies and Broken Men: Postfeminist Fatherhood in Video Games. Canadian Game Studies Association (CGSA) at the Congress of the Social Sciences and Humanities, Calgary, Alberta. June 1-3.

Stang, S. (2016). Big Daddies and Broken Men: Postfeminist Fatherhood in Video Games. Popular Culture Association of Canada (PCAC), Montréal, Québec. May 12-14.

Stang, S. (2016). Role-Playing and Performance: Identification with the Avatar in Video Games. Intersections/Cross-Sections Graduate Student Conference, Toronto, Ontario. March 11-12.

Stang, S. (2016). Parenthood in Post-Apocalyptic Video Games. Play/Rewind Communication Graduate Caucus Conference, Ottawa, Ontario. March 3-4.

Stang, S. (2016). Familial Melodramas in Dystopian and Post-Apocalyptic Video Games. Sightlines Graduate Cinema Studies Conference, Toronto, Ontario. February 26-27.

Stang, S. (2016). Immersion, Interactivity, Agency: The Slippery Terminology of Video Game Studies. Film Studies Association of Canada Graduate Un-Colloquium, February 18-20.

Stang, S. (2015). Immersion, Identification, and Agency: How Current Discourses Are Shaping the Cultural and Academic Understanding of Video Games and Future Gaming Technologies. Future Communications Conference, Toronto, Ontario. December 11.

Stang, S. (2015). Interactivity, Agency, and Identification: The Slippery Terminology of Video Games. Future Cinema Conference, Toronto, Ontario. December 2.

Stang, S. (2015). Colourful Characters and Bad Men: The Italian-American Gangster on Screen. Film & History Conference, Madison, Wisconsin. November 4-8.

Stang, S. (2014). Outlaw on the Silver Screen: American Cinema During the Great Depression. Imagining Crisis Graduate Student Conference, Toronto, Ontario. November 21-23.