2020
DOI: 10.18574/nyu/9781479838523.001.0001
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Gaming Sexism

Abstract: In 2012, video gaming culture saw an interesting, paradoxical divergence. On one hand, game journalists and trade organizations testified that gaming had significantly diversified from its masculine roots, with women comprising nearly half of all gamers. On the other hand, gaming spaces witnessed increasing, public incidents of sexism and misogyny. Gaming Sexism analyzes the video game industry and its players to explain the roots of these contradictory narratives, how they coexist, and what their divergence m… Show more

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Cited by 62 publications
(14 citation statements)
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“…Twitch functions as a nexus point of gaming and popular culture fandoms, meaning that harassment and toxic behavior ranges from slurs, "doxxing" that reveals identifying information and "swatting" that calls in false accusations of violence to trigger violent police intervention at the target's home (Collins & Tenbarge, 2022), are all common occurrences. Relational power imbalances in online communities lead to frequent attacks against perceived newcomers (Salter & Blodgett, 2017;Taylor, 2018) while disproportionately targeting women and marginalized BIPOC and LGBTQ + people with hate speech and death threats (Cote, 2020;Marwick, 2021;Scott, 2019). Streamers, fans, and scholars continually advocate for companies to deliver more robust solutions to foster safer and more equitable platforms (Consalvo, 2018;Ruberg, 2021;Zolides, 2021).…”
Section: Networked Harassment Toxicity On Twitch and Ratioing As Mult...mentioning
confidence: 99%
“…Twitch functions as a nexus point of gaming and popular culture fandoms, meaning that harassment and toxic behavior ranges from slurs, "doxxing" that reveals identifying information and "swatting" that calls in false accusations of violence to trigger violent police intervention at the target's home (Collins & Tenbarge, 2022), are all common occurrences. Relational power imbalances in online communities lead to frequent attacks against perceived newcomers (Salter & Blodgett, 2017;Taylor, 2018) while disproportionately targeting women and marginalized BIPOC and LGBTQ + people with hate speech and death threats (Cote, 2020;Marwick, 2021;Scott, 2019). Streamers, fans, and scholars continually advocate for companies to deliver more robust solutions to foster safer and more equitable platforms (Consalvo, 2018;Ruberg, 2021;Zolides, 2021).…”
Section: Networked Harassment Toxicity On Twitch and Ratioing As Mult...mentioning
confidence: 99%
“…For example, in Amanda Cote's Gaming Sexism (2020), her valuable contribution regarding the hegemonic oppression of female gamers in game culture is necessary and accurate, but even Cote's language is inflected with assumptions that understand gameplay as active and spectatorship as passive. In the context of 1970s-80s arcade game culture, Cote (2020) reports that one of her interviewees stated, "[t]here were very few girls. ...…”
Section: The "Active V Passive" Fallacymentioning
confidence: 99%
“…This view is also corroborated by Kivijä rvi and Sintonen, where women typically hold executive positions in the video game industry rather than game development or executive roles, and they compare the differences in the treatment of female laborers in the U.S. and Finland in the electronics industry in the article, as Finland is often considered a pioneer in gender equality [22], and also examine how contemporary feminist discourse maintains gender order in a variety of maledominated industries. Furthermore, as Cote put forward: the war is still going on, and the gender discrimination in the game will still cause controversy [23]. Chess expressed hope that feminism and games will interact in the future: people play video games like feminists, they can find new perspectives on playing games, reduce oppression on the weak, and achieve gender equality, while games also provide an opportunity to practice to build a better feminism [17].…”
Section: Games and Feminismmentioning
confidence: 99%