UID:
edocfu_9961448807902883
Format:
1 online resource.
ISBN:
1-4798-0221-2
Series Statement:
NYU scholarship online
Content:
When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women's gaming are more actively enforced. Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality.
Note:
Previously issued in print: 2020.
,
Introduction: Diversification and resistance in gaming's casualized era -- Core and the video game industry : changing perceptions of power -- Tits, tokenism, and trash-talk : overt sexism in game culture -- Girly games and girl gamer : inferential sexism and its impacts -- Already core : women's entry into gaming -- Strategies for play : finding space and exercising active audience power -- In the aftermath : women's changing views on gaming and sexism following #GamerGate -- Conclusion: The battle continues.
Additional Edition:
Print version: Cote, Amanda C. Gaming sexism. New York : New York University Press, [2020] ISBN 9781479838523
Language:
English
DOI:
10.18574/9781479802210