For the girls, gays, and theys: LGBTQ+ stakeholder communication and alignment of video game brands
Isabell Charlott Gaudszun,
Ahmed Elmezeny
Abstract:Queer identities have predominantly existed at the peripheries of media representation as well as communication research. Linking this research gap with the field of video games as a medium, this study examines video game companies and their strategic communication efforts toward LGBTQ+ stakeholders through critical discourse analysis with influences of queer theory. With this focus, we aim to identify how video game companies discursively construct queer identities and utilize them for strategic communication… Show more
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