Feminist Gamer Social Identities

In 2020, the Electronic Software Association reported that women are just under half of all video game consumers. However, video games as an industry and communities of gamers are apparently resistant to the presence of women and especially feminists in these spaces. The events of #GamerGate serve a...

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Détails bibliographiques
Auteurs: Winters, Michael (Auteur) ; Williams, James L. (Auteur)
Type de support: Électronique Article
Langue:Anglais
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Publié: 2021
Dans: Gamevironments
Année: 2021, Volume: 14, Pages: 119-169
Sujets / Chaînes de mots-clés standardisés:B Jeu vidéo / Développeur de jeux vidéo / Videospielemarkt / Femme / Marginalité / Spielerin / Identité sociale / Féministe
RelBib Classification:ZB Sociologie
ZG Sociologie des médias; médias numériques; Sciences de l'information et de la communication
Sujets non-standardisés:B gamevironments
B Féministe
B 200
B Feminist Gamers
B Feminist Identity
B Social Identity
Accès en ligne: Volltext (lizenzpflichtig)
Description
Résumé:In 2020, the Electronic Software Association reported that women are just under half of all video game consumers. However, video games as an industry and communities of gamers are apparently resistant to the presence of women and especially feminists in these spaces. The events of #GamerGate serve as a stark reminder of the response to women and feminists in gaming spaces. We aim to contribute to a growing field of research by exploring why women who are feminists continue to identify as gamers in the face of such hostility. The first author interviewed 10 self-identified women who detailed their experiences as both gamers and feminists. We found that gamer and feminist identities impact each other in complex and surprising ways, leading to the creation of personal philosophies and social groups that support both social identities concurrently. We also discuss implications for future research.
ISSN:2364-382X
Contient:Enthalten in: Gamevironments
Persistent identifiers:DOI: 10.26092/ELIB/921