The term ‘gamer identity’ is hotly contested, and certainly not understood as a broadly accepted term. From the outdated stereotype of white, heterosexual, teenage boys playing Nintendo in their parents’ basement to the equally contested proclamation that “‘gamers’ are over”, the current game culture climate is such that movements as divisive and controversial as #gamergate can flourish. For this latest special issue of Press Start, we invited submissions regarding the recent controversies surrounding the notion of player identities, with the aim of receiving papers from different viewpoints on gamer identity and culture
In the mid-1990s, the video game industry created a representative consumer for their product: a nam...
Now that video games have permeated daily life across the globe on computers, consoles and pocket de...
This was an invited submission for a special focus issue on gender and gaming for the Psychology of ...
The term ‘gamer identity’ is hotly contested, and certainly not understood as a broadly accepted ter...
While preparing this issue of Press Start for publication, I finally conceded that the word "Gamerga...
The Editorial Board reflects on the theme of 'conflict', as observed in the work published in this i...
This paper examines several recent controversies in the gaming and popular culture fandoms that revo...
Although women make up half of the gamer population, only a small portion of them considers themselv...
The term gamer has been applied in various, often simplistic ways to anyone who plays video games as...
Identities should not be understood as a static, defining trait, but as a temporary articulation per...
What is a ‘gamer’? And what does it mean to be a gamer today? This paper will address these question...
Despite the sheer popularity of gaming, stereotypes of gamers are persistent and often ill-informed....
The stereotypical video gamer has traditionally been seen as a young, white, male; even though femal...
Digital gaming is a massive part of popular culture. Videogame characters like the Master Chief and ...
Few theses, proposals and books in game studies start without some statement of the importance of vi...
In the mid-1990s, the video game industry created a representative consumer for their product: a nam...
Now that video games have permeated daily life across the globe on computers, consoles and pocket de...
This was an invited submission for a special focus issue on gender and gaming for the Psychology of ...
The term ‘gamer identity’ is hotly contested, and certainly not understood as a broadly accepted ter...
While preparing this issue of Press Start for publication, I finally conceded that the word "Gamerga...
The Editorial Board reflects on the theme of 'conflict', as observed in the work published in this i...
This paper examines several recent controversies in the gaming and popular culture fandoms that revo...
Although women make up half of the gamer population, only a small portion of them considers themselv...
The term gamer has been applied in various, often simplistic ways to anyone who plays video games as...
Identities should not be understood as a static, defining trait, but as a temporary articulation per...
What is a ‘gamer’? And what does it mean to be a gamer today? This paper will address these question...
Despite the sheer popularity of gaming, stereotypes of gamers are persistent and often ill-informed....
The stereotypical video gamer has traditionally been seen as a young, white, male; even though femal...
Digital gaming is a massive part of popular culture. Videogame characters like the Master Chief and ...
Few theses, proposals and books in game studies start without some statement of the importance of vi...
In the mid-1990s, the video game industry created a representative consumer for their product: a nam...
Now that video games have permeated daily life across the globe on computers, consoles and pocket de...
This was an invited submission for a special focus issue on gender and gaming for the Psychology of ...