Gender Masculinity And Video Gaming

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Gender, Masculinity and Video Gaming

Author : Marcus Maloney,Steven Roberts,Timothy Graham
Publisher : Springer Nature
Page : 109 pages
File Size : 52,8 Mb
Release : 2019-11-23
Category : Social Science
ISBN : 9783030282622

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Gender, Masculinity and Video Gaming by Marcus Maloney,Steven Roberts,Timothy Graham Pdf

​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.

Masculinities in Play

Author : Nicholas Taylor,Gerald Voorhees
Publisher : Springer
Page : 291 pages
File Size : 45,5 Mb
Release : 2018-10-06
Category : Language Arts & Disciplines
ISBN : 9783319905815

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Masculinities in Play by Nicholas Taylor,Gerald Voorhees Pdf

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.

Gaming Masculinity

Author : Megan Condis
Publisher : University of Iowa Press
Page : 151 pages
File Size : 41,9 Mb
Release : 2018-05-01
Category : Games & Activities
ISBN : 9781609385651

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Gaming Masculinity by Megan Condis Pdf

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.

Playing with the Guys

Author : Marc A. Ouellette
Publisher : McFarland
Page : 250 pages
File Size : 45,7 Mb
Release : 2021-05-28
Category : Games & Activities
ISBN : 9781476671390

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Playing with the Guys by Marc A. Ouellette Pdf

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.

Gaming Sexism

Author : Amanda C. Cote
Publisher : NYU Press
Page : 274 pages
File Size : 50,7 Mb
Release : 2020-09-01
Category : Social Science
ISBN : 9781479802203

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Gaming Sexism by Amanda C. Cote Pdf

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.

Die Tryin'

Author : Derek A. Burrill
Publisher : Peter Lang
Page : 188 pages
File Size : 53,7 Mb
Release : 2008
Category : Art
ISBN : 1433100916

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Die Tryin' by Derek A. Burrill Pdf

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.

Race, Gender, and Deviance in Xbox Live

Author : Kishonna L. L. Gray
Publisher : Routledge
Page : 152 pages
File Size : 53,5 Mb
Release : 2014-03-27
Category : Social Science
ISBN : 9781317521792

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Race, Gender, and Deviance in Xbox Live by Kishonna L. L. Gray Pdf

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.

Gender and Sexuality in Online Game Cultures

Author : Jenny Sundén,Malin Sveningsson
Publisher : Routledge
Page : 250 pages
File Size : 53,9 Mb
Release : 2012-03-12
Category : Social Science
ISBN : 9781136499784

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Gender and Sexuality in Online Game Cultures by Jenny Sundén,Malin Sveningsson Pdf

How do gender and sexuality come to matter in online game cultures? Why is it important to explore "straight" versus "queer" contexts of play? And what does it mean to play together with others over time, as co-players and researchers? Gender and Sexuality in Online Game Cultures is a book about female players and their passionate encounters with the online game World of Warcraft and its player cultures. It takes seriously women’s passions in games, and as such draws attention to questions of pleasure in and desire for technology. The authors use a unique approach of what they term a "twin ethnography" that develops two parallel stories. Sveningsson studies "straight" game culture, and makes explicit that which is of the norm by exploring the experiences of female gamers in a male-dominated gaming context. Sundén investigates "queer" game culture through the queer potentials of mainstream World of Warcraft culture, as well as through the case of a guild explicitly defined as LGBT. Academic research on game culture is flourishing, yet feminist accounts of gender and sexuality in games are still in the making. Drawing on feminist notions of performance, performativity and positionality, as well as the recent turn to affect and phenomenology within cultural theory, the authors develop queer, feminist studies of online player cultures in ways that are situated and embodied.

For the Love of Men

Author : Liz Plank
Publisher : St. Martin's Press
Page : 326 pages
File Size : 50,6 Mb
Release : 2019-09-10
Category : Social Science
ISBN : 9781250196255

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For the Love of Men by Liz Plank Pdf

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.

Ready Player Two

Author : Shira Chess
Publisher : U of Minnesota Press
Page : 246 pages
File Size : 46,6 Mb
Release : 2017-10-01
Category : Games & Activities
ISBN : 9781452954998

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Ready Player Two by Shira Chess Pdf

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.

Gaming Sexism

Author : Amanda C. Cote
Publisher : NYU Press
Page : 274 pages
File Size : 46,7 Mb
Release : 2020-09-01
Category : Social Science
ISBN : 9781479802197

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Gaming Sexism by Amanda C. Cote Pdf

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.

Language, Gender and Videogames

Author : Frazer Heritage
Publisher : Springer Nature
Page : 250 pages
File Size : 52,7 Mb
Release : 2021-07-30
Category : Language Arts & Disciplines
ISBN : 9783030743987

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Language, Gender and Videogames by Frazer Heritage Pdf

This book explores how corpus linguistic techniques can be applied to close analysis of videogames as a text, particularly examining how language is used to construct representations of gender in fantasy videogames. The author demonstrates a wide array of techniques which can be used to both build corpora of videogames and to analyse them, revealing broad patterns of representation within the genre, while also zooming in to focus on diachronic changes in the representation of gender within a best-selling videogame series and a Massively Multiplayer Online Role Playing Game (MMORPG). The book examines gender as a social variable, making use of corpus linguistic methods to demonstrate how the language used to depict gender is complex but often repeated. This book combines fields including language and gender studies, new media studies, ludolinguistics, and corpus linguistics, and it will be of interest to scholars in these and related disciplines.

Immersion, Narrative, and Gender Crisis in Survival Horror Video Games

Author : Andrei Nae
Publisher : Routledge
Page : 256 pages
File Size : 41,6 Mb
Release : 2021-09-09
Category : Games & Activities
ISBN : 9781000440652

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Immersion, Narrative, and Gender Crisis in Survival Horror Video Games by Andrei Nae Pdf

This book investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. In a thorough analysis of the genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a political and social context. In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics. This book will appeal not only to scholars working in game studies, but also to scholars of horror, gender studies, popular culture, visual arts, genre studies and narratology.

Gaming Representation

Author : Jennifer Malkowski,TreaAndrea M. Russworm
Publisher : Indiana University Press
Page : 276 pages
File Size : 52,6 Mb
Release : 2017-07-03
Category : Games & Activities
ISBN : 9780253026606

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Gaming Representation by Jennifer Malkowski,TreaAndrea M. Russworm Pdf

Recent years have seen an increase in public attention to identity and representation in video games, including journalists and bloggers holding the digital game industry 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 far behind. Gaming Representation examines 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, the contributors to this volume push gaming scholarship to new levels of inquiry, theorizing, and imagination.

Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming

Author : Yasmin B. Kafai,Gabriela T. Richard,Brendesha M. Tynes
Publisher : Lulu.com
Page : 320 pages
File Size : 48,5 Mb
Release : 2017-03-21
Category : Masculinity in popular culture
ISBN : 9781365830266

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Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming by Yasmin B. Kafai,Gabriela T. Richard,Brendesha M. Tynes Pdf

In Diversifying Barbie and Mortal Kombat, the third edited volume in the series that includes From Barbie to Mortal Kombat and Beyond Barbie and Mortal Kombat, we expand the discussions on gender, race, and sexuality in gaming. We include intersectional perspectives on the experiences of diverse players, non-players and designers and promote inclusive designs for broadening access and participation in gaming, design and development. Contributors from media studies, gender studies, game studies, educational design, learning sciences, computer science, and game development examine who plays, how they play, where and what they play, why they play (or choose not to play), and with whom they play. This volume further explores how we can diversify access, participation and design for more inclusive play and learning.