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[Commlist] Gaming Sexism: Gender and Identity in the Era of Casual Video Games
Fri Nov 06 13:02:11 GMT 2020
We would like to announce a new publication from NYU Press, which we
hope will be of interest.
*Gaming Sexism***
Gender and Identity in the Era of Casual Video Games
*Amanda C. Cote***
*_https://www.combinedacademic.co.uk/9781479802203/gaming-sexism/
<https://www.combinedacademic.co.uk/9781479802203/gaming-sexism/>_*
*Receive a 20% discount online:*
*CSLS2020*
“Since Gamergate, attention has turned toward toxic masculinity, but
what has been sorely lacking until this point is the sociological data
and deep understanding of the cultural interstices of gaming, gamers,
and gaming culture that /Gaming Sexism/provides. Amanda C. Cote’s
polyvalent methods and scholarship speaks for itself, and any gamer or
scholar of games will be better for having followed her lead.”*—Radhika
Gajjala, author of **/Digital Diaspora/*
Interviews with female gamers about structural sexism across the gaming
landscape.
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.
In /Gaming Sexism/, 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. Across in-depth
interviews with women-identified gamers, Cote delves into the conflict
between diversification and resistance to understand their impact on
gaming, both casual and “core” alike. From video game magazines to male
reactions to female opponents, she explores the shifting expectations
about who gamers are, perceived changes in gaming spaces, and the
experiences of female gamers amidst this gendered turmoil. While Cote
reveals extensive, persistent problems in gaming spaces, she also
emphasizes the power of this motivated, marginalized audience, and draws
on their experiences to explore how structural inequalities in gaming
spaces can be overcome. /Gaming Sexism/is a well-timed investigation of
equality, power, and control over the future of technology.
*Amanda C. Cote*is Assistant Professor of Media Studies/Games Studies in
the School of Journalism and Communication at the University of Oregon.
Her work focuses on video game culture and industry, with an emphasis on
questions of gender, identity, and power.
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