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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.
Women video gamers. --- Sex role. --- Video games --- Video games industry --- Social aspects. --- Active audience theory. --- Agency. --- Analog games. --- Casual games. --- Casual gaming. --- Casualized era. --- Community management. --- Coping mechanisms. --- Core games. --- Core gaming. --- Counter-hegemony. --- Crisis of authority. --- Critical discourse analysis. --- Female gamers. --- Feminism. --- Feminist Media Studies. --- Game development. --- Game studies. --- Gamer stereotypes. --- Games studies. --- Gender. --- Hegemony. --- Identity. --- Ideology. --- Imagined communities. --- In-depth interviews. --- Industry. --- Inferential sexism. --- Interpretive communities. --- Longitudinal interviews. --- Online harassment. --- Overt sexism. --- Player lifecycle. --- Popular culture. --- Press analysis. --- Video games.
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