Show simple item record

Make Room for Video Games: Exergames and the "Ideal Woman".

dc.contributor.authorRaz, Julia Goldenen_US
dc.date.accessioned2015-05-14T16:24:58Z
dc.date.availableNO_RESTRICTIONen_US
dc.date.available2015-05-14T16:24:58Z
dc.date.issued2015en_US
dc.date.submitted2015en_US
dc.identifier.urihttps://hdl.handle.net/2027.42/111350
dc.description.abstractThis study, a textual analysis, examines the social and cultural construction of the ideal woman in the contemporary exergames ecology, during the years of 2006-2014. This time period has been called a “casual revolution,” where, beginning with the Nintendo Wii, casual video games have permeated our culture as a technology designed for everyone (Juul 2010). Exergames are a genre of casual games that are designed for the primary purpose of fitness and health. Today, video game culture is an exclusionary boy’s club, and studies have mainly focused on over displays of misogyny, overlooking more subtle displays. The following research questions are answered: How do contemporary, console-based exergames and related paratexts define what it means to be a woman in video game culture? What does this construction reveal about contemporary cultural ideals about women, technology, and domestic space? How does the socio-historical context inform this construction of womanhood? By examining exergames and related paratexts, including advertisements, game boxes, articles and reviews, this study found that exergames construct adult women through a complex and contradictory blend traditional and modern notions of womanhood. In particular, the ideal woman construct is a covert form of misogyny because it invites adult women to participate, but only a particular segment of women. This ultimately excludes the majority of women from gaming culture, narrowly defining who can and cannot participate. There are several reasons why this is the case. First, this is the result of the broader narratives in the misogynist, exclusionary gaming culture. In addition, this construct draws from traditional notions of gendered work and leisure within the home. Finally, this is a symptom of the socio-cultural context of the 2000s, in order to justify video games as a “good thing” for women and redress what the genre of video games has been blamed for in our culture.en_US
dc.language.isoen_USen_US
dc.subjectvideo gamesen_US
dc.subjectgame studiesen_US
dc.subjectfeminist game studiesen_US
dc.titleMake Room for Video Games: Exergames and the "Ideal Woman".en_US
dc.typeThesisen_US
dc.description.thesisdegreenamePhDen_US
dc.description.thesisdegreedisciplineCommunication Studiesen_US
dc.description.thesisdegreegrantorUniversity of Michigan, Horace H. Rackham School of Graduate Studiesen_US
dc.contributor.committeememberSandvig, Christian E.en_US
dc.contributor.committeememberMurphy, Sheila C.en_US
dc.contributor.committeememberDouglas, Susan J.en_US
dc.contributor.committeememberNakamura, Lisa Annen_US
dc.subject.hlbsecondlevelCommunicationsen_US
dc.subject.hlbtoplevelSocial Sciencesen_US
dc.description.bitstreamurlhttp://deepblue.lib.umich.edu/bitstream/2027.42/111350/1/jglange_1.pdf
dc.owningcollnameDissertations and Theses (Ph.D. and Master's)


Files in this item

Show simple item record

Remediation of Harmful Language

The University of Michigan Library aims to describe library materials in a way that respects the people and communities who create, use, and are represented in our collections. Report harmful or offensive language in catalog records, finding aids, or elsewhere in our collections anonymously through our metadata feedback form. More information at Remediation of Harmful Language.

Accessibility

If you are unable to use this file in its current format, please select the Contact Us link and we can modify it to make it more accessible to you.