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Changing the Core: Redefining Gaming Culture from a Female-Centered Perspective.

dc.contributor.authorCote, Amanda C.
dc.date.accessioned2016-09-13T13:53:45Z
dc.date.availableNO_RESTRICTION
dc.date.available2016-09-13T13:53:45Z
dc.date.issued2016
dc.date.submitted
dc.identifier.urihttps://hdl.handle.net/2027.42/133417
dc.description.abstractIn the mid-2000s, the spread of casual, social, and mobile games led researchers, journalists, and players to believe that video gaming was opening up to previously marginalized audiences, especially women. At the same time, game culture has seen a significant increase in incidents of sexism and misogyny. This dissertation uses a critical exploration of industry texts and practices, as well as interviews with thirty-seven female gamers, to explain how these conflicting narratives can co-exist and how women navigate their contradictions. The dissertation posits that industrial changes and the broadening of gaming audiences have motivated a Gramscian crisis of authority, where previously hegemonic male gamers fear losing their privileged position in this space. As a protective measure, they have reacted with both overtly and implicitly sexist forces, such as gender-based harassment, that marginalize non-male gamers, barring them from cultural power. This works to maintain what this project describes as a “core” of gaming culture that is exclusionary and misogynistic. At the same time, women and other marginalized audiences express deep pleasure in gaming and have developed nuanced strategies for managing their exclusion, pursuing positive gaming experiences, and competing with men on their own turf. In doing so, they put themselves in a complicated position, often simultaneously enjoying their identity as gamers while being told they should not possess that identity. By embodying their conflicting identities in diverse and negotiated ways, however, they work to break down the idea of “women” as an essentialized group and instead outline new ways of being female. This performs feminist action not only by diversifying ideas of who women can be, but also in demonstrating how they are already deeply connected to technologies like games despite their historic masculinization. Women are barred from gaming identity in many ways, but they are also still already part of its “core”. In addition, their management of conflicted identities illustrates pathways along which players could build networks of affinity across gendered lines, encouraging the development of a more equitable power structure in gaming, and perhaps in other masculinized and sexist spaces as well.
dc.language.isoen_US
dc.subjectGender and gaming
dc.subjectVideo game industry and practice
dc.subjectGender and the media
dc.subjectMedia subcultures
dc.titleChanging the Core: Redefining Gaming Culture from a Female-Centered Perspective.
dc.typeThesisen_US
dc.description.thesisdegreenamePhD
dc.description.thesisdegreedisciplineCommunication Studies
dc.description.thesisdegreegrantorUniversity of Michigan, Horace H. Rackham School of Graduate Studies
dc.contributor.committeememberDouglas, Susan J
dc.contributor.committeememberNakamura, Lisa Ann
dc.contributor.committeememberAnkerson, Megan Sapnar
dc.contributor.committeememberLotz, Amanda D
dc.subject.hlbsecondlevelWomen's and Gender Studies
dc.subject.hlbsecondlevelCommunications
dc.subject.hlbtoplevelHumanities
dc.subject.hlbtoplevelSocial Sciences
dc.description.bitstreamurlhttp://deepblue.lib.umich.edu/bitstream/2027.42/133417/1/accote_1.pdf
dc.owningcollnameDissertations and Theses (Ph.D. and Master's)


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