Author: Megan Condis
Publisher: University of Iowa Press
ISBN: 1609385659
Category : Games & Activities
Languages : en
Pages : 151
Book Description
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.
Gaming Masculinity
Author: Megan Condis
Publisher: University of Iowa Press
ISBN: 1609385659
Category : Games & Activities
Languages : en
Pages : 151
Book Description
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.
Publisher: University of Iowa Press
ISBN: 1609385659
Category : Games & Activities
Languages : en
Pages : 151
Book Description
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.
Gaming Masculinity
Author: Megan Condis
Publisher: University of Iowa Press
ISBN: 1609385667
Category : Social Science
Languages : en
Pages : 151
Book Description
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.
Publisher: University of Iowa Press
ISBN: 1609385667
Category : Social Science
Languages : en
Pages : 151
Book Description
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.
Gender, Masculinity and Video Gaming
Author: Marcus Maloney
Publisher: Springer Nature
ISBN: 3030282627
Category : Social Science
Languages : en
Pages : 109
Book Description
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.
Publisher: Springer Nature
ISBN: 3030282627
Category : Social Science
Languages : en
Pages : 109
Book Description
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.
Playing with the Guys
Author: Marc A. Ouellette
Publisher: McFarland
ISBN: 1476671397
Category : Games & Activities
Languages : en
Pages : 250
Book Description
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.
Publisher: McFarland
ISBN: 1476671397
Category : Games & Activities
Languages : en
Pages : 250
Book Description
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.
The Grounds of Gaming
Author: Nicholas Taylor
Publisher: Indiana University Press
ISBN: 0253071259
Category : Social Science
Languages : en
Pages : 225
Book Description
How do we make space for video games in the places where we live, work, and play—and who is allowed to feel welcome there? Despite attempts to expand games beyond their conventional audience of young men, the physical contexts of gameplay and production remain off-limits and unsafe for so many. The Grounds of Gaming explores the physical places where games are played and how they contribute to the persistence of gaming's problematic politics. Drawing on fieldwork in an array of sites, author Nicholas Taylor explores the real-world settings where games are played, watched, discussed and designed. Sometimes these places are sticky, dark, and stinky; other times they are pristine and well appointed. Situating its chapters in such scenes as domestic gaming setups, campus computer labs, LAN parties, esports arenas, and convention centers, Taylor maps the infrastructural connections between games, place, masculinity, and whiteness. By inviting us to reconsider gaming's cultural politics from the ground up, The Grounds of Gaming offers new theoretical insights and practical resources regarding how to make game cultures and industries more inclusive.
Publisher: Indiana University Press
ISBN: 0253071259
Category : Social Science
Languages : en
Pages : 225
Book Description
How do we make space for video games in the places where we live, work, and play—and who is allowed to feel welcome there? Despite attempts to expand games beyond their conventional audience of young men, the physical contexts of gameplay and production remain off-limits and unsafe for so many. The Grounds of Gaming explores the physical places where games are played and how they contribute to the persistence of gaming's problematic politics. Drawing on fieldwork in an array of sites, author Nicholas Taylor explores the real-world settings where games are played, watched, discussed and designed. Sometimes these places are sticky, dark, and stinky; other times they are pristine and well appointed. Situating its chapters in such scenes as domestic gaming setups, campus computer labs, LAN parties, esports arenas, and convention centers, Taylor maps the infrastructural connections between games, place, masculinity, and whiteness. By inviting us to reconsider gaming's cultural politics from the ground up, The Grounds of Gaming offers new theoretical insights and practical resources regarding how to make game cultures and industries more inclusive.
Gaming Sexism
Author: Amanda C. Cote
Publisher: NYU Press
ISBN: 1479802204
Category : Social Science
Languages : en
Pages : 274
Book Description
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.
Publisher: NYU Press
ISBN: 1479802204
Category : Social Science
Languages : en
Pages : 274
Book Description
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.
Masculinities in Play
Author: Nicholas Taylor
Publisher: Springer
ISBN: 3319905813
Category : Language Arts & Disciplines
Languages : en
Pages : 293
Book Description
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.
Publisher: Springer
ISBN: 3319905813
Category : Language Arts & Disciplines
Languages : en
Pages : 293
Book Description
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.
Toxic Masculinity, Casino Capitalism, and America's Favorite Card Game
Author: Andrew Manno
Publisher: Palgrave Macmillan
ISBN: 9783030402624
Category : Social Science
Languages : en
Pages : 208
Book Description
Poker is a centuries-old American game. Why has it become so popular in the twenty-first century? What does current interest in the game tell us about ourselves and some of our most pressing social issues? In this timely and thought-provoking book, Andrew Manno offers important insights into the intersection of gaming, gender, and capitalism that illuminate how the shift to a casino capitalist economy—combined with a culture of toxic masculinity—impacts workers and how it has led to the rise of populism in the United States that manifested in the 2016 election of Donald Trump.
Publisher: Palgrave Macmillan
ISBN: 9783030402624
Category : Social Science
Languages : en
Pages : 208
Book Description
Poker is a centuries-old American game. Why has it become so popular in the twenty-first century? What does current interest in the game tell us about ourselves and some of our most pressing social issues? In this timely and thought-provoking book, Andrew Manno offers important insights into the intersection of gaming, gender, and capitalism that illuminate how the shift to a casino capitalist economy—combined with a culture of toxic masculinity—impacts workers and how it has led to the rise of populism in the United States that manifested in the 2016 election of Donald Trump.
Toxic Geek Masculinity in Media
Author: Anastasia Salter
Publisher: Springer
ISBN: 3319660772
Category : Language Arts & Disciplines
Languages : en
Pages : 219
Book Description
This book examines changing representations of masculinity in geek media, during a time of transition in which “geek” has not only gone mainstream but also become a more contested space than ever, with continual clashes such as Gamergate, the Rabid and Sad Puppies’ attacks on the Hugo Awards, and battles at conventions over “fake geek girls.” Anastasia Salter and Bridget Blodgett critique both gendered depictions of geeks, including shows like Chuck and The Big Bang Theory, and aspirational geek heroes, ranging from the Winchester brothers of Supernatural to BBC’s Sherlock and the varied superheroes of the Marvel Cinematic Universe. Through this analysis, the authors argue that toxic masculinity is deeply embedded in geek culture, and that the identity of geek as victimized other must be redefined before geek culture and media can ever become an inclusive space.
Publisher: Springer
ISBN: 3319660772
Category : Language Arts & Disciplines
Languages : en
Pages : 219
Book Description
This book examines changing representations of masculinity in geek media, during a time of transition in which “geek” has not only gone mainstream but also become a more contested space than ever, with continual clashes such as Gamergate, the Rabid and Sad Puppies’ attacks on the Hugo Awards, and battles at conventions over “fake geek girls.” Anastasia Salter and Bridget Blodgett critique both gendered depictions of geeks, including shows like Chuck and The Big Bang Theory, and aspirational geek heroes, ranging from the Winchester brothers of Supernatural to BBC’s Sherlock and the varied superheroes of the Marvel Cinematic Universe. Through this analysis, the authors argue that toxic masculinity is deeply embedded in geek culture, and that the identity of geek as victimized other must be redefined before geek culture and media can ever become an inclusive space.
Die Tryin'
Author: Derek A. Burrill
Publisher: Peter Lang
ISBN: 9781433100918
Category : Art
Languages : en
Pages : 188
Book Description
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.
Publisher: Peter Lang
ISBN: 9781433100918
Category : Art
Languages : en
Pages : 188
Book Description
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.