流派身份论:游戏者对游戏者身份的流派建构

Q2 Social Sciences Sociological Focus Pub Date : 2022-03-24 DOI:10.1080/00380237.2022.2042441
Bertan Buyukozturk
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引用次数: 0

摘要

摘要尽管女性约占游戏人口的一半,并从事类似的活动,但在游戏空间中,女性仍然处于边缘地位。先前的学术研究表明,文化和亚文化性别公约如何在一系列社会背景下再现性别不平等。本文探讨了视频游戏玩家如何通过讲述自我故事,利用身份对话来性别化自己。玩家通过游戏叙事将自己表现为性别化,将类似的游戏行为框定为男性或女性。这种对游戏实践的复述植根于更大的性别文化意义,通过以性别一致的方式重新包装游戏,玩家在游戏空间中再现了性别。最终,这项研究展示了游戏玩家如何通过复制重视男性游戏并尽量减少女性游戏的性别秩序,将游戏维持为男性主导的社交空间。
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Gendering Identity Talk: Gamers’ Gendered Constructions of Gamer Identity
ABSTRACT Despite comprising roughly half of the gaming population and engaging in similar activities, women remain marginalized in gaming spaces. Previous scholarship has shown how cultural and subcultural gender conventions can serve to reproduce gender inequality in a range of social contexts. This article examines how video gamers used identity talk to gender themselves through the telling of self-narratives. Players represented themselves as gendered through narratives of play, framing similar gaming behaviors as either masculine or feminine. This retelling of gaming practices was rooted in larger, cultural meanings of gender, and in repackaging their gaming in gender-congruent manners, gamers reproduced gender within gaming spaces. Ultimately, this research presents how gamers maintained gaming as a social space dominated by men through their reproduction of a gender order that valued men’s play and minimized women’s play.
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来源期刊
Sociological Focus
Sociological Focus Social Sciences-Social Sciences (all)
CiteScore
0.90
自引率
0.00%
发文量
23
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