By Jenny Sundén, Malin Sveningsson
How do gender and sexuality come to topic in video game cultures? Why is it vital to discover "straight" as opposed to "queer" contexts of play? And what does it suggest to play including others through the years, as co-players and researchers?
Gender and Sexuality in video game Cultures is a booklet approximately woman avid gamers and their passionate encounters with the web online game World of Warcraft and its participant cultures. It takes heavily women’s passions in video games, and as such attracts cognizance to questions of delight in and wish for expertise.
The authors use a distinct method of what they time period a "twin ethnography" that develops parallel tales. Sveningsson reviews "straight" online game tradition, and makes specific that that's of the norm via exploring the reviews of woman players in a male-dominated gaming context. Sundén investigates "queer" online game tradition during the queer potentials of mainstream World of Warcraft tradition, in addition to during the case of a guild explicitly outlined as LGBT.
Academic learn on video game tradition is prospering, but feminist money owed of gender and sexuality in video games are nonetheless within the making. Drawing on feminist notions of functionality, performativity and positionality, in addition to the new flip to impact and phenomenology inside of cultural idea, the authors increase queer, feminist reviews of on-line participant cultures in ways in which are positioned and embodied.
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Extra info for Gender and Sexuality in Online Game Cultures: Passionate Play (Routledge Advances in Feminist Studies and Intersectionality)
He allowed me to write about him, and said that he did not mind me writing about the guild either, but that I might want to post a message to the discussion forum at the guild’s web page, which I did. As has been discussed elsewhere (Sveningsson 2001; 2003; Sveningsson, Lövheim, and Bergquist 2003), attaining informed consent may be very difficult in various Internet settings. Who do we really reach with our questions? Is it enough to get the consent of some members or do we need to reach them all?
2009) make similar claims. Their results showed that the female respondents claimed to be more socially motivated whereas the male players claimed to be more motivated by achievement. Female players also showed significantly lower levels of aggressiveness than male players, especially those who played with their romantic partner. Williams, Consalvo et al (2009) explain their findings with gender role theory, according to which women are encouraged to be social and caring, and to maintain relationships.
Guilds have different goals and levels of ambition. In its web site, Mercenaries described itself as a “casual hardcore guild”, which very accurately describes the ambiance and the general attitude of the members. Research papers otherwise abound with accounts of high end raiding guilds with strict (not to say militaristic) rules concerning participation, and sanctions for those who do not obey the strict rules (Yee 2006c). This image is often contrasted with the image of casual gaming activities as being sporadic, uncommitted and detached.
Gender and Sexuality in Online Game Cultures: Passionate Play (Routledge Advances in Feminist Studies and Intersectionality) by Jenny Sundén, Malin Sveningsson