Related Papers
Editorial: Negotiating Gamer Identities
2016 •
Lars de Wildt
The term ‘gamer identity’ is hotly contested, and certainly not understood as a broadly accepted term. From the outdated stereotype of white, heterosexual, teenage boys playing Nintendo in their parents’ basem*nt to the equally contested proclamation that “‘gamers’ are over”, the current game culture climate is such that movements as divisive and controversial as #gamergate can flourish.For this latest special issue of Press Start, we invited submissions regarding the recent controversies surrounding the notion of player identities, with the aim of receiving papers from different viewpoints on gamer identity and culture.
DİL, EDEBİYAT, KÜLTÜR VE DİL EĞİTİMİ ÇALIŞMALARI
Identity Politics in Contemporary Computer Games
2023 •
Mikhail Pushkin
The following chapter explores the (in itself ambiguous) identity politics ideology implementation in contemporary computer games considering not only its positive, but also the negative impact on this modern popular culture medium and by extension its users through the prism of a greater paradigmatic war between the conservative and the liberal cultural hegemonies. Several representative computer games are evaluated within the context of their social, historical, cultural, political and fanbase impact.
gamevironments
Round Table Discussion on Nation(alism), Identity and Video Gaming with with Megan Condis, Marijam Didžgalvytė, Georg Hobmeier and Souvik Mukherjee
2019 •
Lisa Kienzl, Kathrin Trattner
Questions of nation and identity not only concern multiple aspects of video games, their production, and their consumption, but also require further and manifold discussion from different perspectives. In an effort to bring together voices from different fields that engage with video games and gaming practices from various perspectives, this virtual round table discussion attempts to open up the conversation beyond the realms of academia. Kathrin Trattner and Lisa Kienzl talked to Megan Condis, Marijam Didžgalvytė, Georg Hobmeier and Souvik Mukherjee about how concepts such as nation(alism) and identity impact video game representations, the gaming industry, and online gaming cultures in numerous ways.
Going Beyond the Game: Development of Gamer Identities Within Societal Discourse and Virtual Spaces
Rachel Kowert, Grooten, J.
What is a 'gamer'? And what does it mean to be a gamer today? This paper will address these questions through a theoretical discussion of the gamer identity in terms of its construction within society, both virtual and within offline communities. A multi-modal model of gamer identity will then be proposed that incorporates the relationships between the gamer identity and the various contexts in which it is developed and maintained. Drawing from social identity theory, it is argued that the gamer identity is multifaceted and extends beyond game playing habits or preferences.
Pennsylvania Communication Annual
The Impact of Video Games on Identity Construction
Charles Ecenbarger
Individual behaviors and beyond: Toward a multidimensional view of gamer identity
2021 •
Jordan Reed
Aims. “Gamers” have historically been described via consumption habits and other unidimensional definitions such as genres played. Increasingly, researchers understand social identity as situated within multidimensional contexts, including community members’ interactions with other members and society at large.Methods and results. Our qualitative study involving 434 fighting game community members suggests this expanded, more multidimensional view of social identity is a more accurate reflection of how people who play games view their identities. Our findings focused on four themes of gamer identity: (1) behaviors, (2) player motivations, (3) centrality, and (4) negative perceptions.Conclusion. Our research complements more recent research on gamer identity incorporating individual-level gaming habits or preferences and group-level identities emerging from out-of-game and/or in-game worlds. In this way, we consider the influence of multiple contexts on individual identity. Understan...
Role-Playing Game Studies: Transmedia Foundations
Sociology and Role-Playing Games [pre-corrected proof]
2018 •
J. Patrick Williams, David Kirschner, Nicholas J. Mizer
Digital Games Research Association Conference
Framing the Gamer: A Study of Invented Marginality
2020 •
Rilla Khaled
Arab Gamers: An Identity Inclusivity Study
Bushra Alfaraj
Race and Ethnicity in Video Games: A Reflection of Social Reality. Racism, hate speech and prejudice: a manifestation of social stereotypes. Final Paper.
2014 •
Dr. Pedro A González Jr MJ MAC
Video games are increasingly becoming an important media today, despite the light connota-tion of its initial categorization. Today they are an industry that produces billions of dollars and employs engineers and artists alike in an art form spanning interactive games, to virtual socie-ties where millions of people dwell. However, like all human products, our same fears, flaws and xenophobia show in the games, with the reflection of hatred, racism and stereotypes that are our everyday experience. Also, because of the influence of other media, like television, with misrepresentations of blacks, Latinos and other races, or the objectification of women are pre-sent in video games. The significant thing found researching for this assignment is that most of those who use these games are themselves part of minorities or races that are not exactly white Americans. Abuse of the frustrations and desires of the user, handling codes and the system an-swers of gamers to maintain the player engagement, has more resemblance to the use of illegal drugs than with art, but however, the complexity of the design, stories and global assessment, have led to other considerations by experts. Competing in the games could be considered as having more of escapism that the reality of engaging, but all human beings are expected in their tribes to compete and demonstrate their value as a member while complying with social norms or expectations. Same as satisfying or surrender to corporate or group interests. Here are some thoughts for the purpose of this study.