Gaming Sexism: gender and identity in the era of casual video games
Interviews with female gamers about structural sexism across the gaming landscapeWhen 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 audienc...
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Format: | Electronic eBook |
Language: | English |
Published: |
New York, NY
New York University Press
[2020]
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Subjects: | |
Links: | https://www.degruyter.com/isbn/9781479802210 https://doi.org/10.18574/nyu/9781479838523.001.0001 https://www.degruyter.com/isbn/9781479802210 |
Summary: | Interviews with female gamers about structural sexism across the gaming landscapeWhen 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 |
Physical Description: | 1 Online-Ressource (265 Seiten) Illustrationen |
ISBN: | 9781479802210 |
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520 | |a Interviews with female gamers about structural sexism across the gaming landscapeWhen 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 | ||
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650 | 4 | |a Coping mechanisms | |
650 | 4 | |a Core games | |
650 | 4 | |a Core gaming | |
650 | 4 | |a Counter-hegemony | |
650 | 4 | |a Crisis of authority | |
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650 | 4 | |a Feminist Media Studies | |
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650 | 4 | |a Game studies | |
650 | 4 | |a Gamer stereotypes | |
650 | 4 | |a Games studies | |
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650 | 4 | |a Hegemony | |
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650 | 4 | |a Ideology | |
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650 | 4 | |a Inferential sexism | |
650 | 4 | |a Interpretive communities | |
650 | 4 | |a Longitudinal interviews | |
650 | 4 | |a Online harassment | |
650 | 4 | |a Overt sexism | |
650 | 4 | |a Player lifecycle | |
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author | Cote, Amanda C. |
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discipline | Allgemeines Soziologie Sozial-/Kulturanthropologie / Empirische Kulturwissenschaft |
format | Electronic eBook |
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spelling | Cote, Amanda C. Verfasser (DE-588)1219174149 aut Gaming Sexism gender and identity in the era of casual video games Amanda C. Cote New York, NY New York University Press [2020] © 2020 1 Online-Ressource (265 Seiten) Illustrationen txt rdacontent c rdamedia cr rdacarrier Interviews with female gamers about structural sexism across the gaming landscapeWhen 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 Active audience theory;Agency;Analog games;Casual games;Casual gaming;Casualized era;Community management Coping mechanisms Core games Core gaming Counter-hegemony Crisis of authority Critical discourse analysis Female gamers Feminism Feminist Media Studies Game development Game studies Gamer stereotypes Games studies Gender Hegemony Identity Ideology Imagined communities In-depth interviews Industry Inferential sexism Interpretive communities Longitudinal interviews Online harassment Overt sexism Player lifecycle Popular culture Press analysis Video games SOCIAL SCIENCE / Media Studies bisacsh Gender identity Identity (Psychology) Video games Social aspects Sexismus (DE-588)4116483-0 gnd rswk-swf Computerspielindustrie (DE-588)7564534-8 gnd rswk-swf Videospiel (DE-588)4063465-6 gnd rswk-swf Videospiel (DE-588)4063465-6 s Computerspielindustrie (DE-588)7564534-8 s Sexismus (DE-588)4116483-0 s DE-604 Erscheint auch als Druck-Ausgabe, Hardcover 9781479838523 Erscheint auch als Druck-Ausgabe, Paperback 9781479802203 https://www.degruyter.com/isbn/9781479802210 Verlag URL des Erstveröffentlichers Volltext |
spellingShingle | Cote, Amanda C. Gaming Sexism gender and identity in the era of casual video games Active audience theory;Agency;Analog games;Casual games;Casual gaming;Casualized era;Community management Coping mechanisms Core games Core gaming Counter-hegemony Crisis of authority Critical discourse analysis Female gamers Feminism Feminist Media Studies Game development Game studies Gamer stereotypes Games studies Gender Hegemony Identity Ideology Imagined communities In-depth interviews Industry Inferential sexism Interpretive communities Longitudinal interviews Online harassment Overt sexism Player lifecycle Popular culture Press analysis Video games SOCIAL SCIENCE / Media Studies bisacsh Gender identity Identity (Psychology) Video games Social aspects Sexismus (DE-588)4116483-0 gnd Computerspielindustrie (DE-588)7564534-8 gnd Videospiel (DE-588)4063465-6 gnd |
subject_GND | (DE-588)4116483-0 (DE-588)7564534-8 (DE-588)4063465-6 |
title | Gaming Sexism gender and identity in the era of casual video games |
title_auth | Gaming Sexism gender and identity in the era of casual video games |
title_exact_search | Gaming Sexism gender and identity in the era of casual video games |
title_full | Gaming Sexism gender and identity in the era of casual video games Amanda C. Cote |
title_fullStr | Gaming Sexism gender and identity in the era of casual video games Amanda C. Cote |
title_full_unstemmed | Gaming Sexism gender and identity in the era of casual video games Amanda C. Cote |
title_short | Gaming Sexism |
title_sort | gaming sexism gender and identity in the era of casual video games |
title_sub | gender and identity in the era of casual video games |
topic | Active audience theory;Agency;Analog games;Casual games;Casual gaming;Casualized era;Community management Coping mechanisms Core games Core gaming Counter-hegemony Crisis of authority Critical discourse analysis Female gamers Feminism Feminist Media Studies Game development Game studies Gamer stereotypes Games studies Gender Hegemony Identity Ideology Imagined communities In-depth interviews Industry Inferential sexism Interpretive communities Longitudinal interviews Online harassment Overt sexism Player lifecycle Popular culture Press analysis Video games SOCIAL SCIENCE / Media Studies bisacsh Gender identity Identity (Psychology) Video games Social aspects Sexismus (DE-588)4116483-0 gnd Computerspielindustrie (DE-588)7564534-8 gnd Videospiel (DE-588)4063465-6 gnd |
topic_facet | Active audience theory;Agency;Analog games;Casual games;Casual gaming;Casualized era;Community management Coping mechanisms Core games Core gaming Counter-hegemony Crisis of authority Critical discourse analysis Female gamers Feminism Feminist Media Studies Game development Game studies Gamer stereotypes Games studies Gender Hegemony Identity Ideology Imagined communities In-depth interviews Industry Inferential sexism Interpretive communities Longitudinal interviews Online harassment Overt sexism Player lifecycle Popular culture Press analysis Video games SOCIAL SCIENCE / Media Studies Gender identity Identity (Psychology) Video games Social aspects Sexismus Computerspielindustrie Videospiel |
url | https://www.degruyter.com/isbn/9781479802210 |
work_keys_str_mv | AT coteamandac gamingsexismgenderandidentityintheeraofcasualvideogames |