Gender, Masculinity and Video Gaming 2019
DOI: 10.1007/978-3-030-28262-2_4
|View full text |Cite
|
Sign up to set email alerts
|

Masculine Discourses in r/gaming

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

1
5
0

Year Published

2022
2022
2023
2023

Publication Types

Select...
4

Relationship

0
4

Authors

Journals

citations
Cited by 4 publications
(6 citation statements)
references
References 11 publications
1
5
0
Order By: Relevance
“…Our data present a complex picture of the coexistence of good, bad and indifferent masculine practices, similar to other research into other ‘toxic’ online spaces (e.g. on Reddit see Glace et al, 2021; Maloney et al, 2019), including even among incels (Daly and Reed, 2021; Thorburn et al, 2022). On one hand, these complex dynamics remain commensurate with a hegemonic masculine framework, typified by the presence of a plurality of masculinities and hierarchal relations which correspond with, replicate and legitimate inequalities inherent in the wider societal gender order (Connell, 1995).…”
Section: Discussionsupporting
confidence: 85%
“…Our data present a complex picture of the coexistence of good, bad and indifferent masculine practices, similar to other research into other ‘toxic’ online spaces (e.g. on Reddit see Glace et al, 2021; Maloney et al, 2019), including even among incels (Daly and Reed, 2021; Thorburn et al, 2022). On one hand, these complex dynamics remain commensurate with a hegemonic masculine framework, typified by the presence of a plurality of masculinities and hierarchal relations which correspond with, replicate and legitimate inequalities inherent in the wider societal gender order (Connell, 1995).…”
Section: Discussionsupporting
confidence: 85%
“…Although the games industry is constantly evolving in terms of gaming platform, genre, and mechanics, this gendered contestation continues without significant abatement (Maloney, Roberts & Graham, 2019). In 2021, an Entertainment Software Association report touted increasing diversity among players in terms of age, ethnicity, and gender, with nearly half of all U.S. game players (45%) identifying as female (Entertainment Software Association, 2021).…”
Section: Resultsmentioning
confidence: 99%
“…They leveraged their resources to provide mainstream coverage and support to the movement (Harley, 2020; Lees, 2016). This strategy appeared fruitful, as subsequent analyses of Reddit sub-communities have found substantial overlap between Gamergaters and fervent Donald Trump supporters (Maloney, Roberts, & Graham, 2019; Martin, 2017).…”
Section: Resultsmentioning
confidence: 99%
“…To date, few media studies have applied the concept of hybrid masculinity to examine men’s gender identities online, or to assess whether or how social media afford opportunities for variation in men’s public presentation. The important exceptions have produced mixed results, with some suggesting that social media might function as a vehicle through which greater inclusivity is promoted (e.g., Owen & Riley, 2020; Maloney et al, 2019), while others find that these media reinforce and reproduce gender inequalities (Pascoe & Diefendorf, 2018). In an investigation of men’s Facebook use, for example, Scoats (2017) found that homosocial tactility or affectionate touch and dance was on the rise in men’s images.…”
Section: Hybrid Masculinity and Its Inclusive Potentialsmentioning
confidence: 99%