1 / 23

Killing Like a Girl: Gendered Gaming and Girl Gamers’ Visibility

Killing Like a Girl: Gendered Gaming and Girl Gamers’ Visibility. Jo Bryce, University of Central Lancashire Jason Rutter, University of Manchester. OVERVIEW. Objectives Introduction Research Context Gendered Game Content Gendered Spaces Gendered Activities Conclusions. OBJECTIVES.

sherri
Télécharger la présentation

Killing Like a Girl: Gendered Gaming and Girl Gamers’ Visibility

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Killing Like a Girl: Gendered Gaming and Girl Gamers’ Visibility Jo Bryce, University of Central Lancashire Jason Rutter, University of Manchester

  2. OVERVIEW • Objectives • Introduction • Research Context • Gendered Game Content • Gendered Spaces • Gendered Activities • Conclusions www.digiplay.org.uk

  3. OBJECTIVES • Offer an overview of gender & games research • Question gendering of digital games and digital gaming • Explore: • game content, • gaming spaces • gaming activities • Suggest female gamers are rendered ‘invisible’ rather than being absent www.digiplay.org.uk

  4. A RESEARCH CONTEXT • “Boys Toys”? • 75% of girls play games in the home (Funk) • 42% of US gamers female (IDSA) • Gaming as a contemporary leisure practice • Gaming reproduces gender roles but also offers possibilities for resistance www.digiplay.org.uk

  5. The Big Picture • Still a strong media effects discourse • Solitary adolescent males going through “a stage” • Constructed as problematic by parents, politicians, religious leaders, media, etc • Littleton & Erfurt shootings www.digiplay.org.uk

  6. The Little Picture • Reduces • Social involvement • Educational achievement • Physical exercise • Increases • Everyday aggression • Gender stereotyping • Nothing new here…. • Gender dynamics a useful way out of the text/effects discourse www.digiplay.org.uk

  7. GENDERED GAME CONTENT • Representation of females • Embody gendered, patriarchal & stereotypical representations • Lack of female characters • Sexualised & stereotypical nature of these characters • Parallels gender roles in children’s books www.digiplay.org.uk

  8. Male game themes • War, competition, sports, acquisition, etc • Violence • Perception that computer games embody masculine interests and activities • Natural extension is Nintendo’s1991 Gamegirl… • Creates a cyclical argument www.digiplay.org.uk

  9. How representative are these textual analyses? • Current games • Current genres • Current platforms • Current gaming activities • Lack of definitional clarity • Not representative? • 90% of UK games suitable for ≤15 year olds • 69% suitable for 3-11 range www.digiplay.org.uk

  10. MALE VIOLENCE • How can we usefully compare “Custer’s Revenge” on the Atari with “Quake 3” on the PC/PS2 or the white power title “Ethnic Cleansing”? www.digiplay.org.uk

  11. Untenable passive view of gaming • Oppositional & self-contradictory stances on games • Non-voyeuristic perspectives of Lara Croft • Diversity of readings • What are the consumption practices of gendered gaming? • Move from exegesis to ‘real-worlds’ context www.digiplay.org.uk

  12. GENDERED SPACES • Digital gaming associated with ‘bedroom culture’ • Female use of domestic space • Restricted from full access to many social spaces • Argues against perceived lack of female subcultures • Less visual culture www.digiplay.org.uk

  13. PUBLIC GAMING • Concurrent development with domestic gaming: • IT labs, Arcades, Bars (& other male spaces) • Not asocial, individual space often assumed • Joint construction of gaming text and experience • Female gamers excluded at a level previous to game text www.digiplay.org.uk

  14. GENDER ASYMMETRY IN PUBLIC GAMING www.digiplay.org.uk

  15. Exclusion reinforced: • belittlement as “only girls” • patronising female competitors • objectification e.g. display of pornography • Female access conditional on filling acceptable (non-gamer) roles: • Girlfriend • Mother • ‘Cheerleader’ • Lack of visibility product of gender dynamics rather than a lack of interest by females in computer games www.digiplay.org.uk

  16. Domestic Gaming • Joint leisure activity with existing social networks • Preference to participate in gaming with friends, families & partners (Buchanan & Funk; Griffiths & Hunt) • Not physically or economically visible www.digiplay.org.uk

  17. GENDERED ACTIVITIES • Everyday experiences of gaming give a reality to game texts • Realises the socially situated nature of gaming activities • Gender is a vital aspect of everyday situated action www.digiplay.org.uk

  18. Circular Problem • Access and participation in gaming is restricted and exclusion is experienced at a local level • Exclusion creates expectations of rejection which discourages females from attempting to enter into gaming practices www.digiplay.org.uk

  19. Such a formulation offers no way out • But – things are changing… • Recognition of social gaming • Technological developments • Gaming networks • Grrl gamers www.digiplay.org.uk

  20. Grrl/Girl Gamers • Not a digital game only phenomenon • Apparent in football, rugby, drinking, etc. • Not only looking for parity but enacting oppositional stances www.digiplay.org.uk

  21. Routine Negotiation • Access to consoles in home (Schott & Horrell) • Males take control as part of “support or collaborative play” • Male assumes role of expert • Interpolates female gamer into subordinate role • Reproduces girl gamers as less skilful or technically competent www.digiplay.org.uk

  22. Gendering Technology • Technology incorporates masculine cultures (e.g. Cockburn, Wajcman) • Again – exclusion experienced on a routine level prior to the game text • Are new practices challenging these discourses? www.digiplay.org.uk

  23. CONCLUSIONS • Gendered gaming situated outside game text • Important not to fetishize text or technologies • Gendered positions in constant negotiation and renewal • Negotiation and experience take place locally • Female invisibility a product of practice and observation as well as text www.digiplay.org.uk

More Related