{"title":"作为范式修复的受众修复:修复游戏新闻中的“玩家","authors":"G. Perreault, Leonardo Caberlon, Cameron Stuart","doi":"10.1080/00947679.2023.2203022","DOIUrl":null,"url":null,"abstract":"ABSTRACT Gaming journalism began its existence under attack from the rest of the journalistic field and from US culture as a result of its audience: young, diverse, and progressive. This study argues that early gaming magazines (n = 150) repaired the gaming paradigm during the development of gaming’s mainstream acceptance from 1991–1995 by challenging stereotypes of gamers: imagining gamers as diverse, social, and mature.","PeriodicalId":38759,"journal":{"name":"Journalism history","volume":"49 1","pages":"95 - 109"},"PeriodicalIF":0.0000,"publicationDate":"2023-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Audience Repair as Paradigm Repair: Fixing the ‘Gamer’ in Games Journalism\",\"authors\":\"G. Perreault, Leonardo Caberlon, Cameron Stuart\",\"doi\":\"10.1080/00947679.2023.2203022\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"ABSTRACT Gaming journalism began its existence under attack from the rest of the journalistic field and from US culture as a result of its audience: young, diverse, and progressive. This study argues that early gaming magazines (n = 150) repaired the gaming paradigm during the development of gaming’s mainstream acceptance from 1991–1995 by challenging stereotypes of gamers: imagining gamers as diverse, social, and mature.\",\"PeriodicalId\":38759,\"journal\":{\"name\":\"Journalism history\",\"volume\":\"49 1\",\"pages\":\"95 - 109\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-04-03\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journalism history\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1080/00947679.2023.2203022\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q4\",\"JCRName\":\"Social Sciences\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journalism history","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1080/00947679.2023.2203022","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"Social Sciences","Score":null,"Total":0}
Audience Repair as Paradigm Repair: Fixing the ‘Gamer’ in Games Journalism
ABSTRACT Gaming journalism began its existence under attack from the rest of the journalistic field and from US culture as a result of its audience: young, diverse, and progressive. This study argues that early gaming magazines (n = 150) repaired the gaming paradigm during the development of gaming’s mainstream acceptance from 1991–1995 by challenging stereotypes of gamers: imagining gamers as diverse, social, and mature.