Javascript must be enabled to continue!
Becoming a Gamer: Performative Construction of Gendered Gamer Identities
View through CrossRef
This article examines how women construct their gameplay identities in relation to the hegemonic “gamer” discourse. The article is based on semi-structured in-depth interviews with women who occupy central roles in the Finnish gaming industry. We deploy Judith Butler’s theorization of performative identity construction to examine how the women negotiate their identity in relation to the hegemonic gamer discourse, focusing on how they both embrace and resist the hegemonic, masculine constructions of gameplay. The study shows the dynamics surrounding the gamer identity. While women submit to the hegemonic gamer discourse, reproducing the masculine gamer notions to gain recognition as a viable member of the gameplay community, the study also identifies how subversive opportunities arise as the women deploy new, alternative versions of gamer identity. The hegemonic discourse is subverted through the identity position of tech-savvy, which departs from the masculine connotations.
Title: Becoming a Gamer: Performative Construction of Gendered Gamer Identities
Description:
This article examines how women construct their gameplay identities in relation to the hegemonic “gamer” discourse.
The article is based on semi-structured in-depth interviews with women who occupy central roles in the Finnish gaming industry.
We deploy Judith Butler’s theorization of performative identity construction to examine how the women negotiate their identity in relation to the hegemonic gamer discourse, focusing on how they both embrace and resist the hegemonic, masculine constructions of gameplay.
The study shows the dynamics surrounding the gamer identity.
While women submit to the hegemonic gamer discourse, reproducing the masculine gamer notions to gain recognition as a viable member of the gameplay community, the study also identifies how subversive opportunities arise as the women deploy new, alternative versions of gamer identity.
The hegemonic discourse is subverted through the identity position of tech-savvy, which departs from the masculine connotations.
Related Results
Corporate heritage identities, corporate heritage brands and the multiple heritage identities of the British Monarchy
Corporate heritage identities, corporate heritage brands and the multiple heritage identities of the British Monarchy
PurposeThis article scrutinises the nature and salience of corporate heritage identities via the lens of the British Monarchy. A corporate heritage identity framework is introduced...
Tindak Tutur Performatif dalam Cerita Anak Jepang: Kajian Pragmatik
Tindak Tutur Performatif dalam Cerita Anak Jepang: Kajian Pragmatik
A communication is formed from various utterances consisting of various meaningful sentences. When communicating, a person says an utterance that pragmatically will bring meaning n...
Nintendo Da Vinci: A Novel Control System to Improve Performance in Robotic-Assisted Surgery
Nintendo Da Vinci: A Novel Control System to Improve Performance in Robotic-Assisted Surgery
Complications of robotic-assisted surgery are on the rise, partly due to surgeons not receiving proper training. Using the current Da Vinci (DV) surgical system, surgeons require a...
PEMODELAN SAW UNTUK MENENTUKAN TINGKAT DEPRESI GAMER
PEMODELAN SAW UNTUK MENENTUKAN TINGKAT DEPRESI GAMER
Perkembangan teknologi saat ini melahirkan banyak permainan berbasis gadget dan internet yang menarik. Seerorang dapat bermain game untuk menghilangkan kepenatan dan memperoleh per...
Nintendo Da Vinci: Implementing a novel control system to improve performance in robotic assisted surgery – A pilot study
Nintendo Da Vinci: Implementing a novel control system to improve performance in robotic assisted surgery – A pilot study
Complications of robotic-assisted surgery are on the rise, partly due to surgeons not receiving proper training. Using the current Da Vinci (DV) surgical system, 150-3,000 surgerie...
‘Girls’ Toys and ‘Boys’ Toys: Learning Through Play
‘Girls’ Toys and ‘Boys’ Toys: Learning Through Play
Gendered toys and their role in gender construction have, in recent years, been the subject of numerous media reports and research studies, mainly with pre-school children and pred...
Cyber Narrative and the Gaming Cyborg
Cyber Narrative and the Gaming Cyborg
Abstract
The notion of the cyborg is a useful tool for examining the relations between gamers and gaming environments, and the construction of narrative in gaming co...
Identity construction during bridge employment
Identity construction during bridge employment
<p>Returning to work after retiring, called bridge employment, is rapidly becoming a common phenomenon in the work world. Despite its increasing prevalence, relatively little...

