Despite some remarkable shifts in gender demographics of game players during the last decade, computer games remain male-gendered media. Engagement in such a culture, this work suggests, is characterised by confusion and incoherence for women players who are simultaneously taking part in male dominated leisure which marginalises them and a society which assumes gender equality as an acquired right. Small-scale ethnography tied together with an analysis of concurrent cultural discourses and the game system's characteristics allows a deep analysis of the construction of identities that conflict with the naturalised idea of a player. The Sims 2 (2004) computer game sets out a unique case for a study of women's player identities because it is b...
It has been argued that game studies scholars need to move beyond any understanding of gendered pref...
Thesis (Ph.D.), American Studies, Washington State UniversityThis dissertation explores the connecti...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
This article discusses the practice of game modification among players of the computer game THE SIMS...
This paper challenges notions of gendered game playing practice implicit in much research into young...
In this thesis, I define 'Playculture' as a primary portal through which 'everyday life' is experien...
In the past twenty-five years, the production of digital games has become a global media industry st...
This paper uses Sadie Plant’s idea of weaving as a way for women to gain social power through techno...
This dissertation explores the connections between identity and gaming, essentially asking the quest...
Computer games have now been around nearly forty years. The pace at which computer games have transf...
This article examines how women construct their gameplay identities in relation to the hegemonic “ga...
The author of this hugely informative study explores the question of what happens when players pract...
In this thesis, I define 'Playculture' as a primary portal through which 'everyday life' is experien...
This thesis investigates digital gaming as a resistive act for female players. It argues that the lu...
This article explores issues of gender and video gaming, typically perceived as a mascu-line practic...
It has been argued that game studies scholars need to move beyond any understanding of gendered pref...
Thesis (Ph.D.), American Studies, Washington State UniversityThis dissertation explores the connecti...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
This article discusses the practice of game modification among players of the computer game THE SIMS...
This paper challenges notions of gendered game playing practice implicit in much research into young...
In this thesis, I define 'Playculture' as a primary portal through which 'everyday life' is experien...
In the past twenty-five years, the production of digital games has become a global media industry st...
This paper uses Sadie Plant’s idea of weaving as a way for women to gain social power through techno...
This dissertation explores the connections between identity and gaming, essentially asking the quest...
Computer games have now been around nearly forty years. The pace at which computer games have transf...
This article examines how women construct their gameplay identities in relation to the hegemonic “ga...
The author of this hugely informative study explores the question of what happens when players pract...
In this thesis, I define 'Playculture' as a primary portal through which 'everyday life' is experien...
This thesis investigates digital gaming as a resistive act for female players. It argues that the lu...
This article explores issues of gender and video gaming, typically perceived as a mascu-line practic...
It has been argued that game studies scholars need to move beyond any understanding of gendered pref...
Thesis (Ph.D.), American Studies, Washington State UniversityThis dissertation explores the connecti...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...