{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,4,13]],"date-time":"2026-04-13T20:07:58Z","timestamp":1776110878418,"version":"3.50.1"},"reference-count":255,"publisher":"Association for Computing Machinery (ACM)","issue":"5","content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":["ACM Trans. Comput.-Hum. Interact."],"published-print":{"date-parts":[[2025,10,31]]},"abstract":"<jats:p>\n            Many trans people experience marginalization and violence in cyberspace. This violence is characterized by intricate dynamics surrounding voice, identities, bodies, and social interactions. To comprehend and provide a theoretical framework for this enduring phenomenon of digital violence, the present research introduces the concept of Trans Cyber-Necropolitics (TCN). TCN is a necropolitical system that explains how digital media enforce the disposability of trans people in cyberspace. We decompose this digital death into three steps:\n            <jats:sc>sensing<\/jats:sc>\n            ,\n            <jats:sc>targeting<\/jats:sc>\n            , and\n            <jats:sc>invisible killing<\/jats:sc>\n            . Combining with the authors\u2019 positionality as transgender gamers, we provide a critical analysis of how each step operates, conducted via a meticulous examination of games, as well as an exploration of the discourse from game design and community-side comments through the lens of critical discourse analysis. Building on this analysis, we ideate how each step could be disrupted with resistance strategies and technological measures.\n          <\/jats:p>","DOI":"10.1145\/3745767","type":"journal-article","created":{"date-parts":[[2025,6,25]],"date-time":"2025-06-25T11:59:42Z","timestamp":1750852782000},"page":"1-34","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":2,"title":["The Three Steps to Trans Death: Introducing Trans Cyber-Necropolitics in Digital Media"],"prefix":"10.1145","volume":"32","author":[{"ORCID":"https:\/\/orcid.org\/0000-0003-1976-9680","authenticated-orcid":false,"given":"Shano","family":"Liang","sequence":"first","affiliation":[{"name":"Worcester Polytechnic Institute, Worcester, Massachusetts, USA"}]},{"ORCID":"https:\/\/orcid.org\/0009-0007-8239-4136","authenticated-orcid":false,"given":"Michelle V.","family":"Cormier","sequence":"additional","affiliation":[{"name":"Monash University, Melbourne, Australia"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-6192-2004","authenticated-orcid":false,"given":"Phoebe O.","family":"Toups Dugas","sequence":"additional","affiliation":[{"name":"Department of Human Centred Computing, Monash University, Melbourne,\u00a0Australia"}]},{"ORCID":"https:\/\/orcid.org\/0000-0001-5201-9895","authenticated-orcid":false,"given":"Rose","family":"Bohrer","sequence":"additional","affiliation":[{"name":"Information Technology and Human Factors, National Institute of Advanced Industrial Science and Technology, Tokyo, Japan"}]}],"member":"320","published-online":{"date-parts":[[2025,10,14]]},"reference":[{"key":"e_1_3_3_2_2","volume-title":"Game Mechanics: Advanced Game Design","author":"Adams Ernest","year":"2012","unstructured":"Ernest Adams and Joris Dormans. 2012. 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