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.
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.
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.
Fake Geek Girls
Author: Suzanne Scott
Publisher: NYU Press
ISBN: 1479838608
Category : Social Science
Languages : en
Pages : 302
Book Description
Reveals the systematic marginalization of women within pop culture fan communities When Ghostbusters returned to the screen in 2016, some male fans of the original film boycotted the all-female adaptation of the cult classic, turning to Twitter to express their disapproval and making it clear that they considered the film’s “real” fans to be white, straight men. While extreme, these responses are far from unusual, with similar uproars around the female protagonists of the new Star Wars films to full-fledged geek culture wars and harassment campaigns, as exemplified by the #GamerGate controversy that began in 2014. Over the past decade, fan and geek culture has moved from the margins to the mainstream as fans have become tastemakers and promotional partners, with fan art transformed into official merchandise and fan fiction launching new franchises. But this shift has left some people behind. Suzanne Scott points to the ways in which the “men’s rights” movement and antifeminist pushback against “social justice warriors” connect to new mainstream fandom, where female casting in geek-nostalgia reboots is vilified and historically feminized forms of fan engagement—like cosplay and fan fiction—are treated as less worthy than male-dominant expressions of fandom like collection, possession, and cataloguing. While this gender bias harkens back to the origins of fandom itself, Fake Geek Girls contends that the current view of women in fandom as either inauthentic masqueraders or unwelcome interlopers has been tacitly endorsed by Hollywood franchises and the viewer demographics they selectively champion. It offers a view into the inner workings of how digital fan culture converges with old media and its biases in new and novel ways.
Publisher: NYU Press
ISBN: 1479838608
Category : Social Science
Languages : en
Pages : 302
Book Description
Reveals the systematic marginalization of women within pop culture fan communities When Ghostbusters returned to the screen in 2016, some male fans of the original film boycotted the all-female adaptation of the cult classic, turning to Twitter to express their disapproval and making it clear that they considered the film’s “real” fans to be white, straight men. While extreme, these responses are far from unusual, with similar uproars around the female protagonists of the new Star Wars films to full-fledged geek culture wars and harassment campaigns, as exemplified by the #GamerGate controversy that began in 2014. Over the past decade, fan and geek culture has moved from the margins to the mainstream as fans have become tastemakers and promotional partners, with fan art transformed into official merchandise and fan fiction launching new franchises. But this shift has left some people behind. Suzanne Scott points to the ways in which the “men’s rights” movement and antifeminist pushback against “social justice warriors” connect to new mainstream fandom, where female casting in geek-nostalgia reboots is vilified and historically feminized forms of fan engagement—like cosplay and fan fiction—are treated as less worthy than male-dominant expressions of fandom like collection, possession, and cataloguing. While this gender bias harkens back to the origins of fandom itself, Fake Geek Girls contends that the current view of women in fandom as either inauthentic masqueraders or unwelcome interlopers has been tacitly endorsed by Hollywood franchises and the viewer demographics they selectively champion. It offers a view into the inner workings of how digital fan culture converges with old media and its biases in new and novel ways.
Real Life in Real Time
Author: Johanna Brewer
Publisher: MIT Press
ISBN: 0262545659
Category : Social Science
Languages : en
Pages : 353
Book Description
The cultural ramifications of online live streaming, including its effects on identity and power in digital spaces. Some consider live streaming—the broadcasting of video and/or audio footage live online—simply an internet fad or source of entertainment, yet it is at the center of the digital mediation of our lives. In this edited volume, Johanna Brewer, Bo Ruberg, Amanda L. L. Cullen, and Christopher J. Persaud present a broad range of essays that explore the cultural implications of live streaming, paying special attention to how it is shifting notions of identity and power in digital spaces. The diverse set of international authors included represent a variety of perspectives, from digital media studies to queer studies, from human-computer interaction to anthropology, and more. While important foundational work has been carried out by game studies scholars, many other elements of streaming practices remain to be explored. To deepen engagement with diversity and social justice, the editors have included a variety of voices on such topics as access, gender, sexuality, race, disability, harassment, activism, and the cultural implications of design aesthetics. Live streaming affects a wide array of behaviors, norms, and patterns of communication. But above all, it lets participants observe and engage with real life as it unfolds in real time. Ultimately, these essays challenge us to look at both the possibilities for harm and the potential for radical change that live streaming presents.
Publisher: MIT Press
ISBN: 0262545659
Category : Social Science
Languages : en
Pages : 353
Book Description
The cultural ramifications of online live streaming, including its effects on identity and power in digital spaces. Some consider live streaming—the broadcasting of video and/or audio footage live online—simply an internet fad or source of entertainment, yet it is at the center of the digital mediation of our lives. In this edited volume, Johanna Brewer, Bo Ruberg, Amanda L. L. Cullen, and Christopher J. Persaud present a broad range of essays that explore the cultural implications of live streaming, paying special attention to how it is shifting notions of identity and power in digital spaces. The diverse set of international authors included represent a variety of perspectives, from digital media studies to queer studies, from human-computer interaction to anthropology, and more. While important foundational work has been carried out by game studies scholars, many other elements of streaming practices remain to be explored. To deepen engagement with diversity and social justice, the editors have included a variety of voices on such topics as access, gender, sexuality, race, disability, harassment, activism, and the cultural implications of design aesthetics. Live streaming affects a wide array of behaviors, norms, and patterns of communication. But above all, it lets participants observe and engage with real life as it unfolds in real time. Ultimately, these essays challenge us to look at both the possibilities for harm and the potential for radical change that live streaming presents.
Gender Violence, 3rd Edition
Author: Laura L O'Toole
Publisher: NYU Press
ISBN: 147980181X
Category : Social Science
Languages : en
Pages : 493
Book Description
An updated edition of the groundbreaking anthology that explores the proliferation of gendered violence From Harvey Weinstein to Brett Kavanaugh, accusations of gender violence saturate today’s headlines. In this fully revised edition of Gender Violence, Laura L. O’Toole, Jessica R. Schiffman, and Rosemary Sullivan bring together a new, interdisciplinary group of scholars, with up-to-date material on emerging issues like workplace harassment, transgender violence, intersectionality, and the #MeToo movement. Contributors provide a fresh, informed perspective on gender violence, in all of its various forms. With twenty-nine new contributors, and twelve original essays, the third edition now includes emerging contemporary issues such as LGBTQ violence, sex work, and toxic masculinity. A trailblazing text, Gender Violence, Third Edition is an essential read for students, activists, and others.
Publisher: NYU Press
ISBN: 147980181X
Category : Social Science
Languages : en
Pages : 493
Book Description
An updated edition of the groundbreaking anthology that explores the proliferation of gendered violence From Harvey Weinstein to Brett Kavanaugh, accusations of gender violence saturate today’s headlines. In this fully revised edition of Gender Violence, Laura L. O’Toole, Jessica R. Schiffman, and Rosemary Sullivan bring together a new, interdisciplinary group of scholars, with up-to-date material on emerging issues like workplace harassment, transgender violence, intersectionality, and the #MeToo movement. Contributors provide a fresh, informed perspective on gender violence, in all of its various forms. With twenty-nine new contributors, and twelve original essays, the third edition now includes emerging contemporary issues such as LGBTQ violence, sex work, and toxic masculinity. A trailblazing text, Gender Violence, Third Edition is an essential read for students, activists, and others.
Masculinities in the US Hangout Sitcom
Author: Greg Wolfman
Publisher: Taylor & Francis
ISBN: 1000902749
Category : Social Science
Languages : en
Pages : 162
Book Description
Masculinities in the US Hangout Sitcom examines how four sitcoms – Friends, How I Met Your Mother, The Big Bang Theory, and New Girl – mediate the tense relationship between neoliberalism and masculinities. Why is Ross in Friends so worried about everything? This book argues that the men in Friends and similar shows that follow young, straight, mostly white twentysomethings in major US cities are beset by a range of social and economic concerns about their place in society. Using multiple methods of analysis to examine these shows – including conjunctural analysis, historiographical method, and critical discourse analysis – a range of topics in these shows are examined, from sexuality through to homosociality, from race through to nationality. This book makes an insightful contribution to work on the television sitcom and on neoliberalism in culture and society. It will be an ideal resource for upper-level undergraduates, post-graduates, and researchers in a range of disciplines including television and screen studies, critical studies on men and masculinities and humor studies.
Publisher: Taylor & Francis
ISBN: 1000902749
Category : Social Science
Languages : en
Pages : 162
Book Description
Masculinities in the US Hangout Sitcom examines how four sitcoms – Friends, How I Met Your Mother, The Big Bang Theory, and New Girl – mediate the tense relationship between neoliberalism and masculinities. Why is Ross in Friends so worried about everything? This book argues that the men in Friends and similar shows that follow young, straight, mostly white twentysomethings in major US cities are beset by a range of social and economic concerns about their place in society. Using multiple methods of analysis to examine these shows – including conjunctural analysis, historiographical method, and critical discourse analysis – a range of topics in these shows are examined, from sexuality through to homosociality, from race through to nationality. This book makes an insightful contribution to work on the television sitcom and on neoliberalism in culture and society. It will be an ideal resource for upper-level undergraduates, post-graduates, and researchers in a range of disciplines including television and screen studies, critical studies on men and masculinities and humor studies.
Fandom, Now in Color
Author: Rukmini Pande
Publisher: University of Iowa Press
ISBN: 1609387287
Category : Social Science
Languages : en
Pages : 264
Book Description
Fandom, Now in Color gathers together seemingly contradictory narratives that intersect at the (in)visibility of race/ism in fandom and fan studies. This collection engages the problem by undertaking the different tactics of decolonization—diversifying methodologies, destabilizing canons of “must-read” scholarship by engaging with multiple disciplines, making whiteness visible but not the default against which all other kinds of racialization must compete, and decentering white fans even in those fandoms where they are the assumed majority. These new narratives concern themselves with a broad swath of media, from cosplay and comics to tabletop roleplay and video games, and fandoms from Jane the Virgin to Japan’s K-pop scene. Fandom, Now in Color asserts that no one answer or approach can sufficiently come to grips with the shifting categories of race, racism, and racial identity. Contributors: McKenna Boeckner, Angie Fazekas, Monica Flegel, Elizabeth Hornsby, Katherine Anderson Howell, Carina Lapointe, Miranda Ruth Larsen, Judith Leggatt, Jenni Lehtinen, joan miller, Swati Moitra, Samira Nadkarni, Indira Neill Hoch, Sam Pack, Rukmini Pande, Deepa Sivarajan, Al Valentín
Publisher: University of Iowa Press
ISBN: 1609387287
Category : Social Science
Languages : en
Pages : 264
Book Description
Fandom, Now in Color gathers together seemingly contradictory narratives that intersect at the (in)visibility of race/ism in fandom and fan studies. This collection engages the problem by undertaking the different tactics of decolonization—diversifying methodologies, destabilizing canons of “must-read” scholarship by engaging with multiple disciplines, making whiteness visible but not the default against which all other kinds of racialization must compete, and decentering white fans even in those fandoms where they are the assumed majority. These new narratives concern themselves with a broad swath of media, from cosplay and comics to tabletop roleplay and video games, and fandoms from Jane the Virgin to Japan’s K-pop scene. Fandom, Now in Color asserts that no one answer or approach can sufficiently come to grips with the shifting categories of race, racism, and racial identity. Contributors: McKenna Boeckner, Angie Fazekas, Monica Flegel, Elizabeth Hornsby, Katherine Anderson Howell, Carina Lapointe, Miranda Ruth Larsen, Judith Leggatt, Jenni Lehtinen, joan miller, Swati Moitra, Samira Nadkarni, Indira Neill Hoch, Sam Pack, Rukmini Pande, Deepa Sivarajan, Al Valentín
Gaming Democracy
Author: Adrienne L. Massanari
Publisher: MIT Press
ISBN: 0262380323
Category : Social Science
Languages : en
Pages : 124
Book Description
How play and gaming culture have mainstreamed far right ideology through social media platforms. From #Gamergate to the ongoing Big Lie, the far right has gone mainstream. In Gaming Democracy, Adrienne Massanari tracks the flames of toxicity found in the far right and “alt-right” movements as they increasingly take up oxygen in American and global society. In this pathbreaking contribution to the fields of internet studies, game studies, and gender studies, Massanari argues that Silicon Valley’s emphasis on meritocracy and free speech absolutism has driven this rightward slide. These ideologies have been coded into social media spaces that implicitly silence marginalized communities and subject them to rampant abuse by groups that have learned to “game” the ecology of platforms, algorithms, and attention economies. While populist movements are not new, phenomena such as QAnon, parental rights activism, and COVID denialism are uniquely “of the internet,” with supporters demonstrating both technical acumen and an ability to use memes and play as a way of both building community and fomenting dissent. Massanari explores the ways that the far right uses memetic humor and geek masculinity as tools both to create a sense of community within these leaderless groups and to obfuscate their intentions. Using the lens of play and game studies as well as the concept of “metagaming,” Gaming Democracy is a novel contribution to our understanding of online platforms and far right political activism.
Publisher: MIT Press
ISBN: 0262380323
Category : Social Science
Languages : en
Pages : 124
Book Description
How play and gaming culture have mainstreamed far right ideology through social media platforms. From #Gamergate to the ongoing Big Lie, the far right has gone mainstream. In Gaming Democracy, Adrienne Massanari tracks the flames of toxicity found in the far right and “alt-right” movements as they increasingly take up oxygen in American and global society. In this pathbreaking contribution to the fields of internet studies, game studies, and gender studies, Massanari argues that Silicon Valley’s emphasis on meritocracy and free speech absolutism has driven this rightward slide. These ideologies have been coded into social media spaces that implicitly silence marginalized communities and subject them to rampant abuse by groups that have learned to “game” the ecology of platforms, algorithms, and attention economies. While populist movements are not new, phenomena such as QAnon, parental rights activism, and COVID denialism are uniquely “of the internet,” with supporters demonstrating both technical acumen and an ability to use memes and play as a way of both building community and fomenting dissent. Massanari explores the ways that the far right uses memetic humor and geek masculinity as tools both to create a sense of community within these leaderless groups and to obfuscate their intentions. Using the lens of play and game studies as well as the concept of “metagaming,” Gaming Democracy is a novel contribution to our understanding of online platforms and far right political activism.
The Information Behavior of Wikipedia Fan Editors
Author: Paul A. Thomas
Publisher: Rowman & Littlefield
ISBN: 1666941948
Category : Social Science
Languages : en
Pages : 273
Book Description
Situated at the intersection of library and information science (LIS), Wikipedia studies, and fandom studies, this book is a digital (auto)ethnography that documents the information behavior of Wikipedia “fan editors”—that is, individuals who edit articles about pop culture media. Given Wikipedia’s prominence in LIS and fan studies scholarship, both as one of the world’s most heavily used reference sources and as an important archive for fan communities, fan editors are a crucial component of this ecosystem as some of Wikipedia’s most active contributors. Through a combination of fieldwork observations, insight from key informants, and the author’s own experiences as a Wikipedia editor, this monograph provides a rich articulation of fan editor information behavior and offers a significant contribution to scholarship in a number of fields. Scholars of library and information science, media studies, fandom studies, and popular culture will find this book of particular interest.
Publisher: Rowman & Littlefield
ISBN: 1666941948
Category : Social Science
Languages : en
Pages : 273
Book Description
Situated at the intersection of library and information science (LIS), Wikipedia studies, and fandom studies, this book is a digital (auto)ethnography that documents the information behavior of Wikipedia “fan editors”—that is, individuals who edit articles about pop culture media. Given Wikipedia’s prominence in LIS and fan studies scholarship, both as one of the world’s most heavily used reference sources and as an important archive for fan communities, fan editors are a crucial component of this ecosystem as some of Wikipedia’s most active contributors. Through a combination of fieldwork observations, insight from key informants, and the author’s own experiences as a Wikipedia editor, this monograph provides a rich articulation of fan editor information behavior and offers a significant contribution to scholarship in a number of fields. Scholars of library and information science, media studies, fandom studies, and popular culture will find this book of particular interest.
The Community and the Algorithm: A Digital Interactive Poetics
Author: Andrew Klobucar
Publisher: Vernon Press
ISBN: 1648893112
Category : Literary Criticism
Languages : en
Pages : 211
Book Description
Digital media presents an array of interesting challenges adapting new modes of collaborative, online communication to traditional writing and literary practices at the practical and theoretical levels. For centuries, popular concepts of the modern author, regardless of genre, have emphasized writing as a solo exercise in human communication, while the act of reading remains associated with solitude and individual privacy. “The Community and the Algorithm: A Digital Interactive Poetics” explores important cultural changes in these relationships thanks to the rapid development of digital internet technologies allowing near-instantaneous, synchronous, multimedia interaction across the globe. The radical shift in how we author and consume media as an online, electronic transmission effectively resituates the writing process across the liberal arts as less a solitary act of individual enquiry and reflection, and more an ongoing, collaborative process of creative interaction within a multimedia environment or network. Contributions in this anthology demonstrate a robust history and equally diverse contemporary approach to multimedia interaction for literary and artistic ends. Central to all media formats, computation is explored throughout this volume to critically examine how algorithmic procedures in writing help bring forward many key concepts to building creative communities in a digital environment. Each chapter in this book accordingly introduces readers to various new collaborative experiments using a broad range of different digital media formats, including VR, Natural Language Generation (NLG), and metagaming tools. This book will appeal broadly to students, instructors, and independent artists working in the digital arts, while its emphasis on social interactivity will interest theorists and teachers working in theatre, social media, and cyberpsychology. Its secondary focus on computation and media programming as a site of artistic experimentation will also interest programmers and web designers at various professional levels.
Publisher: Vernon Press
ISBN: 1648893112
Category : Literary Criticism
Languages : en
Pages : 211
Book Description
Digital media presents an array of interesting challenges adapting new modes of collaborative, online communication to traditional writing and literary practices at the practical and theoretical levels. For centuries, popular concepts of the modern author, regardless of genre, have emphasized writing as a solo exercise in human communication, while the act of reading remains associated with solitude and individual privacy. “The Community and the Algorithm: A Digital Interactive Poetics” explores important cultural changes in these relationships thanks to the rapid development of digital internet technologies allowing near-instantaneous, synchronous, multimedia interaction across the globe. The radical shift in how we author and consume media as an online, electronic transmission effectively resituates the writing process across the liberal arts as less a solitary act of individual enquiry and reflection, and more an ongoing, collaborative process of creative interaction within a multimedia environment or network. Contributions in this anthology demonstrate a robust history and equally diverse contemporary approach to multimedia interaction for literary and artistic ends. Central to all media formats, computation is explored throughout this volume to critically examine how algorithmic procedures in writing help bring forward many key concepts to building creative communities in a digital environment. Each chapter in this book accordingly introduces readers to various new collaborative experiments using a broad range of different digital media formats, including VR, Natural Language Generation (NLG), and metagaming tools. This book will appeal broadly to students, instructors, and independent artists working in the digital arts, while its emphasis on social interactivity will interest theorists and teachers working in theatre, social media, and cyberpsychology. Its secondary focus on computation and media programming as a site of artistic experimentation will also interest programmers and web designers at various professional levels.