In “Fan Studies Methodologies“, the 2020 special issue of Transformative Works and Cultures, I described how, as an autistic gamer, I engage with games in a different way, showcasing how (dis)abled gaming, neurotypicality, fannishness, and sociopolitical responses are never independent from one another. All the examples I named in that “autiethnography” were from my adult life, but looking back, these differences in engagement were already very noticeable when I was a kid. Therefore, in the following essay, I would like to recreate my small piece of the history of the mid ‘90s Dutch video gaming culture, which was a sort of “produser community” avant la lettre.

A while ago, I received a postcard of a beautiful Japanese art print. On the backside, someone had written a joke about “fighting like a girl” and concluded with the words “Thank you for being a strong woman in our dojo.” I was happy and touched by this act of kindness. But I also felt a bit puzzled. Being a “strong woman” – or any person, for that matter – when you have autism… is that even possible? In this blog post for the website Art of Autism, I explore this question through the lens of neuropsychology.