Search Results for: Gender Masculinity And Video Gaming

Gender, Masculinity and Video Gaming

Gender, Masculinity and Video Gaming

Author: Marcus Maloney

Publisher: Palgrave Pivot

ISBN: 3030282619

Category: Social Science

Page: 104

View: 327

​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.

Gender, Masculinity and Video Gaming

Gender, Masculinity and Video Gaming

Author: Marcus Maloney

Publisher: Springer Nature

ISBN: 9783030282622

Category: Social Science

Page: 104

View: 397

​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

Playing with the Guys

Author: Marc A. Ouellette

Publisher: McFarland

ISBN: 9781476671390

Category: Games & Activities

Page: 250

View: 395

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.

Encyclopedia of Gender in Media

Encyclopedia of Gender in Media

Author: Mary Kosut

Publisher: SAGE Publications

ISBN: 9781412990806

Category: Social Science

Page: 529

View: 403

The media strongly influences our everyday notions of gender roles and our concepts of gender identity. The Encyclopedia of Gender in Media critically examines the role of the media in enabling, facilitating, or challenging the social construction of gender in our society. The work addresses a variety of entertainment and news content in print and electronic media and explores the social construction of masculinity as well as femininity. In addition to representations of gender within the media, we also analyze gender issues related to media ownership and the media workforce. Despite an abundance of textbooks, anthologies, and university press monographs on the topic of gender in media, until now no comprehensive reference work has tackled this topic of perennial interest in student research and papers. Features and benefits: 150 signed entries (each with Cross References and Further Readings) are organized in A-to-Z fashion to give students easy access to the full range of topics within gender in media. A thematic Reader's Guide in the front matter groups related entries by broad topical or thematic areas to make it easy for users to find related entries at a glance, with themes including "Discrimination & Media Effects," "Media Modes," "New Media," "Media Portrayals & Representations," "Biographies," and more. In the electronic version, the Reader's Guide combines with a detailed Index and the Cross References to provide users with robust search-and browse capacities. A Chronology in the back matter helps students put individual events into broader historical context. A Glossary provides students with concise definitions to key terms in the field. A Resource Guide to classic books, journals, and web sites (along with the Further Readings accompanying each entry) helps guide students to further resources for their research journeys. An Appendix provides users with a number of reports related to gender in media.

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

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

Author: Andrei Nae

Publisher: Routledge

ISBN: 9781000440652

Category: Games & Activities

Page: 256

View: 442

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.

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning

Author: Lane, Carol-Ann

Publisher: IGI Global

ISBN: 9781799872733

Category: Language Arts & Disciplines

Page: 958

View: 829

Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.

Representations of Poverty in Videogames

Representations of Poverty in Videogames

Author: Adam Crowley

Publisher: Springer Nature

ISBN: 9783031001444

Category: Social Science

Page: 163

View: 135

This book argues that videogames address contemporary, middle-class anxieties about poverty in the United States. The early chapters consider gaming as a modern form of slumming and explore the ways in which titles like The Elder Scrolls V: Skyrim and World of Warcraft thematize poverty. The argument turns to the field of literary studies to identify analytical frameworks for addressing and understanding these themes. Throughout, the book considers how the academic area of inquiry known as game studies has developed over time, and makes use of such scholarship to present, frame, and value its major claims and findings. In its conclusion, the book models how poverty themes might be identified and associated for the purpose of gaining greater insights into how games can shape, and also be shaped by, the player’s economic expectations.

The Oxford Handbook of Digital Media Sociology

The Oxford Handbook of Digital Media Sociology

Author: Deana A. Rohlinger

Publisher: Oxford University Press

ISBN: 9780197510636

Category: Medical

Page: 745

View: 769

Digital media are normal. But this was not always true. For a long time, lay discourse, academic exhortations, pop culture narratives, and advocacy groups constructed new Information and communications technologies (ICTs) as exceptional. Whether they were believed to be revolutionary, dangerous, rife with opportunity, or other-worldly, these tools and technologies were framed as extraordinary. But digital media are now mundane, thoroughly embedded - and often unquestioned - in everyday life. Digital ICTs are enmeshed in health and wellness, work and organizations, elections, capital flows, intimate relationships, social movements, and even our own identities. And although the study of these technologies has always been interdisciplinary - at the crossroads of computer science, cultural studies, science and technology studies, and communications - never has a sociological perspective been more valuable. Sociology has always excelled at helping us re-see the normal. The Oxford Handbook of Digital Media Sociology is a perfect point of entry for those curious about the state of sociological research on digital media. Each chapter reviews the sociological research that has been done thus far and points towards unanswered questions. The 34 chapters in the Handbook are arranged in six sections which look at digital media as they relate to: theory, social institutions, everyday life, community and identity, social inequalities, and politics & power. More than ever, the contributors to this volume help make it a centralizing resource, pulling together the various strands of sociological research focused on digital media. In addition to providing a distinctly sociological center for those scholars looking to find their way in the subfield, the volume offers top sociological research that provides an overview of digital media to explain our quickly changing world to a broader public. Readers will find it accessible enough for use in class, and thorough enough for seasoned professionals interested in a concise update in their areas of interest.

Die Tryin'

Die Tryin'

Author: Derek A. Burrill

Publisher: Peter Lang

ISBN: 1433100916

Category: Games & Activities

Page: 188

View: 821

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.

Video Games Have Always Been Queer

Video Games Have Always Been Queer

Author: Bonnie Ruberg

Publisher: NYU Press

ISBN: 9781479843749

Category: Social Science

Page: 278

View: 569

Argues for the queer potential of video games While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can—and should—be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games—because video games have, in fact, always been queer.

The Performance of Video Games

The Performance of Video Games

Author: Kelly I. Aliano

Publisher: McFarland

ISBN: 9781476647906

Category: Games & Activities

Page: 231

View: 350

When viewed through the context of an interactive play, a video game player fulfills the roles of both actor and spectator, watching and influencing a game's story in real time. This book presents video gaming as a virtual medium for performance, scrutinizing the ways in which a player's interaction with the narrative informs personal, historical, social and cultural understanding. Centering the author's own experiences as both video game player and performance scholar, the book thoroughly applies concepts from theatre and performance studies. Chapters argue that the posthuman player position now challenges what can be contextualized as a lived experience, and how video games can change players' relationships with historical events and contemporary concerns, ultimately impacting how they develop a sense of self. Using the author's own gaming experiences as a framework, the book focuses on the intersection between player and narrative, exploring what engagement with a storyline reveals about identity and society.

Rules of the Father in the Last of Us

Rules of the Father in the Last of Us

Author: J. Jesse Ramirez

Publisher: Springer Nature

ISBN: 9783030896041

Category: Electronic books

Page: 150

View: 705

In this critical playthrough of The Last of Us, Ramirez thinks the games various tropes and processes through the metagame of hegemonic masculinity and neoliberal individualism, producing a superb close reading of how the games possibility space maps onto contemporary debates about whiteness, violence, and neoliberalism. Prof. Gerald Voorhees, University of Waterloo, Canada.