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Dissertation
How do women create and manage their identity in a hostile and gendered gaming community: The case of League of Legends.
Authors: --- --- ---
Year: 2022 Publisher: Liège Université de Liège (ULiège)

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Abstract

In an era where inclusivity and gender equality are at the centre of our societal preoccupations, this thesis investigates, through the prism of identity dilemmas, how female gamers manage their identity(ies) in a hostile and gendered gaming community: League of Legends. Accordingly, this research fills a gap in the literature by combining the themes of online communities, female gamers, and identity creation in relation to aggressive behaviours, namely gender-based harassment and stigmatisations. Additionally, this research, by investigating such a challenging topic for the industry, brings food for thought to the gaming sector, namely game developers. As a result, various findings could be drawn from this research relying on in-depth-interviews of 20 female League of Legends players.
First, the focus of this research is based on the definitions of the gaming communities and the notion of femininity accepted by both our society and respondents. I argue that several women and gamer identities must be considered to analyse such an identity process. Then, the sources of identity dilemmas are explored which leads to the conclusion that stigmatisations are the trigger of the studied identity dilemmas, complemented by gender-based harassment and incongruity between identities. Later, this research allows the identification of four types of resolutions to identity dilemmas, also called identity management styles in this thesis. In addition, factors which might influence the identity management styles developed by female gamers are addressed. Thus, the influence of game rank is denied while the influence of exposure to stigmatisations outside the community is assumed. Finally, recommendations for future research are formulated, as well as the identified limitations of this thesis.


Book
Gaming sexism : gender and identity in the era of casual video games
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ISBN: 1479802212 1479838527 Year: 2021 Publisher: New York : New York University Press,

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Abstract

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.

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