The purpose of this study is to research toxicity through how it was understood, experienced, and described by game enthusiasts. The toxicity described is further explored through theories of cultural and symbolic domination and through feminist game studies and the lens of masculinity theory. I have thus looked at the cultural fields of online gaming as social domains sometimes structured by hierarchies, where subjects may be positioned in relation to one another by virtue of norms, their identities, habitus, symbolic capital and through (more or less symbolic) violence. The study is based on semi-structured interviews with six gaming enthusiasts who are about twenty to forty years old, five identifying as men and one identifying as a wom...
PURPOSE : The purpose of this paper is to adopt a critical relational dialectics framework to identi...
Author: Ellen Hedin Tutor: Ingegerd Rydin Title: Computer Games as Culture – A qualitative study...
This thesis examines gaming lifeworlds and seeks interventions into the hegemony of gaming culture t...
The purpose of this study is to research toxicity through how it was understood, experienced, and de...
An awareness is emerging of women’s participation in online games and it’s culture, however they may...
The purpose of this study is to research the experiences of women within the Swedish games industry....
Over the past decades, the scholarly discourse of violent video games as a possible influence for ag...
My dissertation focuses on intersections of gender, power, and emotion in different digital spaces, ...
International evidence indicates that the number of females involved in video-gaming is increasing. ...
Anthropologists have previously engaged in virtual fieldwork in order to discover and document diffe...
This essay is based on a study that presents the result of interviews directed at women who are inte...
The Gamergate episodes on Twitter in 2014 revealed the challenges that women face when engaging in p...
The experience of female gamers in the masculine space of violent videogame playing was explored. Hy...
An ordinary gamer - a qualitative analysis of the treatment of women in CS:GO is an essay with the a...
This article accounts for and problematizes the process and development with the research tool and m...
PURPOSE : The purpose of this paper is to adopt a critical relational dialectics framework to identi...
Author: Ellen Hedin Tutor: Ingegerd Rydin Title: Computer Games as Culture – A qualitative study...
This thesis examines gaming lifeworlds and seeks interventions into the hegemony of gaming culture t...
The purpose of this study is to research toxicity through how it was understood, experienced, and de...
An awareness is emerging of women’s participation in online games and it’s culture, however they may...
The purpose of this study is to research the experiences of women within the Swedish games industry....
Over the past decades, the scholarly discourse of violent video games as a possible influence for ag...
My dissertation focuses on intersections of gender, power, and emotion in different digital spaces, ...
International evidence indicates that the number of females involved in video-gaming is increasing. ...
Anthropologists have previously engaged in virtual fieldwork in order to discover and document diffe...
This essay is based on a study that presents the result of interviews directed at women who are inte...
The Gamergate episodes on Twitter in 2014 revealed the challenges that women face when engaging in p...
The experience of female gamers in the masculine space of violent videogame playing was explored. Hy...
An ordinary gamer - a qualitative analysis of the treatment of women in CS:GO is an essay with the a...
This article accounts for and problematizes the process and development with the research tool and m...
PURPOSE : The purpose of this paper is to adopt a critical relational dialectics framework to identi...
Author: Ellen Hedin Tutor: Ingegerd Rydin Title: Computer Games as Culture – A qualitative study...
This thesis examines gaming lifeworlds and seeks interventions into the hegemony of gaming culture t...