Gender Masculinity And Video Gaming
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Author |
: Marcus Maloney |
Publisher |
: Springer Nature |
Total Pages |
: 109 |
Release |
: 2019-11-23 |
ISBN-10 |
: 9783030282622 |
ISBN-13 |
: 3030282627 |
Rating |
: 4/5 (22 Downloads) |
Synopsis Gender, Masculinity and Video Gaming by : Marcus Maloney
This book examines gender attitudes in Reddit’s popular video gaming community subreddit, r/gaming. Video gaming has long been understood as a masculinised social space and, while increasing numbers of girls and women now engage in the pastime, boys and men remain the predominant social actors. Furthermore, the gaming community has been widely identified as a prime case study in broader concerns around ‘toxic’ masculinity and gendered online harassment. However, there is also underexamined evidence of a growing movement in the community coming forward to voice its collective opposition. Utilising an innovative combination of computational and qualitative methods, the research undertaken here exposes this fuller picture, revealing significant contestation and a spectrum of attitudes that mark out this popular gaming community as a battleground for gender (in)equality. Students and scholars across a range of disciplines, including gender studies, media studies, cultural studies, sociology, games studies and computer sciences, will find this book of interest.
Author |
: Megan Condis |
Publisher |
: University of Iowa Press |
Total Pages |
: 151 |
Release |
: 2018-05-01 |
ISBN-10 |
: 9781609385651 |
ISBN-13 |
: 1609385659 |
Rating |
: 4/5 (51 Downloads) |
Synopsis Gaming Masculinity by : Megan Condis
In 2016, a female videogame programmer and a female journalist were harassed viciously by anonymous male online users in what became known as GamerGate. Male gamers threatened to rape and kill both women, and the news soon made international headlines, exposing the level of abuse that many women and minorities face when participating in the predominantly male online culture. Gaming Masculinity explains how the term “gamer” has been constructed in the popular imagination by a core group of male online users in an attempt to shore up an embattled form of geeky masculinity. This latest form of toxicity comes at a moment of upheaval in gaming culture, as women, people of color, and LGBTQ individuals demand broader access and representation online. Paying close attention to the online practices of trolling and making memes, author Megan Condis demonstrates that, despite the supposedly disembodied nature of life online, performances of masculinity are still afforded privileged status in gamer culture. Even worse, she finds that these competing discourses are not just relegated to the gaming world but are creating rifts within the culture at large, as witnessed by the direct links between the GamerGate movement and the recent rise of the alt-right during the last presidential election. Condis asks what this moment can teach us about the performative, collaborative, and sometimes combative ways that American culture enacts race, gender, and sexuality. She concludes by encouraging designers and those who work in the tech industry to think about how their work might have, purposefully or not, been developed in ways that are marked by gender.
Author |
: Marc A. Ouellette |
Publisher |
: McFarland |
Total Pages |
: 250 |
Release |
: 2021-05-28 |
ISBN-10 |
: 9781476671390 |
ISBN-13 |
: 1476671397 |
Rating |
: 4/5 (90 Downloads) |
Synopsis Playing with the Guys by : Marc A. Ouellette
A lot of work has been done talking about what masculinity is and what it does within video games, but less has been given to considering how and why this happens, and the processes involved. This book considers the array of daily relationships involved in producing masculinity and how those actions and relationships translate to video games. Moreover, it examines the ways the actual play of the games maps onto the stories to create contradictory moments that show that, while toxic masculinity certainly exists, it is far from inevitable. Topics covered include the nature of masculine apprenticeship and nurturing, labor, fatherhood, the scapegoating of women, and reckoning with mortality, among many others.
Author |
: Shira Chess |
Publisher |
: U of Minnesota Press |
Total Pages |
: 245 |
Release |
: 2017-10-01 |
ISBN-10 |
: 9781452954998 |
ISBN-13 |
: 1452954992 |
Rating |
: 4/5 (98 Downloads) |
Synopsis Ready Player Two by : Shira Chess
Cultural stereotypes to the contrary, approximately half of all video game players are now women. A subculture once dominated by men, video games have become a form of entertainment composed of gender binaries. Supported by games such as Diner Dash, Mystery Case Files, Wii Fit, and Kim Kardashian: Hollywood—which are all specifically marketed toward women—the gamer industry is now a major part of imagining what femininity should look like. In Ready Player Two, media critic Shira Chess uses the concept of “Player Two”—the industry idealization of the female gamer—to examine the assumptions implicit in video games designed for women and how they have impacted gaming culture and the larger society. With Player Two, the video game industry has designed specifically for the feminine ideal: she is white, middle class, heterosexual, cis-gendered, and abled. Drawing on categories from time management and caregiving to social networking, consumption, and bodies, Chess examines how games have been engineered to shape normative ideas about women and leisure. Ready Player Two presents important arguments about how gamers and game developers must change their thinking about both women and games to produce better games, better audiences, and better industry practices. Ultimately, this book offers vital prescriptions for how one of our most powerful entertainment industries must evolve its ideas of women.
Author |
: Amanda C. Cote |
Publisher |
: NYU Press |
Total Pages |
: 274 |
Release |
: 2020-09-01 |
ISBN-10 |
: 9781479838523 |
ISBN-13 |
: 1479838527 |
Rating |
: 4/5 (23 Downloads) |
Synopsis Gaming Sexism by : Amanda C. Cote
Interviews with female gamers about structural sexism across the gaming landscape When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women’s gaming are more actively enforced. In Gaming Sexism, Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality. Across in-depth interviews with women-identified gamers, Cote delves into the conflict between diversification and resistance to understand their impact on gaming, both casual and “core” alike. From video game magazines to male reactions to female opponents, she explores the shifting expectations about who gamers are, perceived changes in gaming spaces, and the experiences of female gamers amidst this gendered turmoil. While Cote reveals extensive, persistent problems in gaming spaces, she also emphasizes the power of this motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces can be overcome. Gaming Sexism is a well-timed investigation of equality, power, and control over the future of technology.
Author |
: Jennifer Malkowski |
Publisher |
: |
Total Pages |
: 260 |
Release |
: 2017 |
ISBN-10 |
: 0253026474 |
ISBN-13 |
: 9780253026477 |
Rating |
: 4/5 (74 Downloads) |
Synopsis Gaming Representation by : Jennifer Malkowski
Gaming Representation' offers a timely and interdisciplinary call for greater inclusivity in video games. The issue of equality transcends the current focus in the field of Game Studies on code, materiality, and platforms. Journalists and bloggers have begun to hold the digital game industry and culture accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged behind. Contributors to this volume examine portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, 'Gaming Representation' pushes gaming scholarship to new levels of inquiry, theorizing, and imagination.
Author |
: Derek A. Burrill |
Publisher |
: Peter Lang |
Total Pages |
: 188 |
Release |
: 2008 |
ISBN-10 |
: 1433100916 |
ISBN-13 |
: 9781433100918 |
Rating |
: 4/5 (16 Downloads) |
Synopsis Die Tryin' by : Derek A. Burrill
Die Tryin' traces the cultural connections between videogames, masculinity, and digital culture. It fuses feminist, psychoanalytic, Marxist, and poststructuralist theory to analyze the social imaginary that is produced by - and produces - a particular form of masculinity: boyhood. The author asserts that digital culture is a culturally and historically situated series of practices, products, and performances, all coalescing to produce a real and imagined masculinity that exists in perpetual adolescence, and is reflective of larger masculine edifices at work in politics and culture. Thus, videogames form the central object of study as consumer technologies of control and anxiety as well as possibility and subversion. Moving away from current games research, the book favors a game-specific approach that unites visual culture, cultural studies, and performance studies, instead of a sociological/structural inspection of the form.
Author |
: Liz Plank |
Publisher |
: St. Martin's Press |
Total Pages |
: 326 |
Release |
: 2019-09-10 |
ISBN-10 |
: 9781250196255 |
ISBN-13 |
: 1250196256 |
Rating |
: 4/5 (55 Downloads) |
Synopsis For the Love of Men by : Liz Plank
A nonfiction investigation into masculinity, For The Love of Men provides actionable steps for how to be a man in the modern world, while also exploring how being a man in the world has evolved. In 2019, traditional masculinity is both rewarded and sanctioned. Men grow up being told that boys don’t cry and dolls are for girls (a newer phenomenon than you might realize—gendered toys came back in vogue as recently as the 80s). They learn they must hide their feelings and anxieties, that their masculinity must constantly be proven. They must be the breadwinners, they must be the romantic pursuers. This hasn’t been good for the culture at large: 99% of school shooters are male; men in fraternities are 300% (!) more likely to commit rape; a woman serving in uniform has a higher likelihood of being assaulted by a fellow soldier than to be killed by enemy fire. In For the Love of Men, Liz offers a smart, insightful, and deeply-researched guide for what we're all going to do about toxic masculinity. For both women looking to guide the men in their lives and men who want to do better and just don’t know how, For the Love of Men will lead the conversation on men's issues in a society where so much is changing, but gender roles have remained strangely stagnant. What are we going to do about men? Liz Plank has the answer. And it has the possibility to change the world for men and women alike.
Author |
: Kishonna L. Gray |
Publisher |
: Routledge |
Total Pages |
: 114 |
Release |
: 2014-03-27 |
ISBN-10 |
: 9781317521808 |
ISBN-13 |
: 1317521803 |
Rating |
: 4/5 (08 Downloads) |
Synopsis Race, Gender, and Deviance in Xbox Live by : Kishonna L. Gray
Race, Gender, and Deviance in Xbox Live provides a much-needed theoretical framework for examining deviant behavior and deviant bodies within one of the largest virtual gaming communities—Xbox Live. Previous research on video games has focused mostly on violence and examining violent behavior resulting from consuming this medium. This limited scope has skewed criminologists' understanding of video games and video game culture. Xbox Live has proven to be more than just a gaming platform for users. It has evolved into a multimedia entertainment outlet for more than 20 million users. This book examines the nature of social interactions within Xbox Live, which are often riddled with deviant behavior, including but not limited to racism and sexism. The text situates video games within a hegemonic framework deploying whiteness and masculinity as the norm. The experiences of the marginalized bodies are situated within the framework of deviance as they fail to conform to the hegemonic norm and become victims of racism, sexism, and other types of harassment.
Author |
: Nicholas Taylor |
Publisher |
: Springer |
Total Pages |
: 293 |
Release |
: 2018-10-06 |
ISBN-10 |
: 9783319905815 |
ISBN-13 |
: 3319905813 |
Rating |
: 4/5 (15 Downloads) |
Synopsis Masculinities in Play by : Nicholas Taylor
This volume addresses the persistent and frequently toxic associations between masculinity and games. It explores many of the critical issues in contemporary studies of masculinity—including issues of fatherhood, homoeroticism, eSports, fan cultures, and militarism—and their intersections with digital games, the contexts of their play, and the social futures associated with sustained involvement in gaming cultures. Unlike much of the research and public discourse that put the onus of “fixing” games and gaming cultures on those at its margins—women, LGBTQ, and people of color—this volume turns attention to men and masculinities, offering vital and productive avenues for both practical and theoretical intervention.