NERD/GEEK MASCULINITY: TECHNOCRACY, RATIONALITY, AND GENDER IN NERD CULTURE'S COUNTERMASCULINE HEGEMONY
A Dissertation
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Nerd and geek culture have become subjects of increasing public concern in recent years, with growing visibility and power for technical professions and increasing relevance of video games, science fiction, and fantasy in popular culture. As a subculture, nerd/geek culture tends to be described in terms of the experiences of men and boys who are unpopular because of their niche interests or lack of social skills. This dissertation proposes the concept of nerd/geek masculinity to understand discourses of hegemonic masculinity in nerd/geek culture. Examining three case studies, the novel Ender’s Game by Orson Scott Card, the neoreactionary political ideology, and the #GamerGate controversy, the dissertation suggests that nerd/geek masculinity responds to a perceived emasculation of men who identify as nerds or geeks by constructing the interests, skills, and behaviors of nerd/geek culture as inherently male traits. In this way, nerd/geek masculinity turns the very traits nerds and geeks are often mocked for into evidence of manhood – as the cost of excluding women and queer people from nerd and geek culture.
#MasculinitySoFragile: culture, structure, and networked misogyny
2015, Feminist Media Studies
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21 Pages
Publication Date: 2015
Publication Name: Feminist Media Studies
What is a True Gamer? The Male Gamer Stereotype and Marginalization of Women in Video Game Culture
2017, Sex Roles
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Women and men play video games in approximately equal numbers. Despite this, video gaming is still strongly associated with the male gender. A common justification for this stereotype is that, while women might play games, they should not be considered "true" or "hard-core" gamers because they play more casually and less skillfully compared to their male counterparts. In this contribution, we review the existing literature on gender and gaming to investigate the male gamer stereotype in terms of its accuracy, persistence, effects, and future perspective. We conclude that the stereotype varies in accuracy depending on the definition of "gamer". We further argue that the persistence of this stereotype can be explained by the fact that almost all professional and highly visible figures in gaming culture are male. On the other hand, female players who achieve a moderate level of competence are rendered invisible or are actively marginalized. We argue that the effects of the male gamer stereotype can be harmful to women, precluding them from the positive outcomes of video game play, such as limiting their access to fields of science, technology, and engineering.
Sexy, Strong, and Secondary: A Content Analysis of Female Characters in Video Games across 31 Years
21 Pages
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We analyzed in-game content from titles released between 1983 and 2014 (n = 571) featuring playable female characters. Results indicate that sexualization has diminished since an observed height in the 1990s. Traditionally male-oriented genres (e.g. fighting) have more sexualized characters than role-playing games. Games rated Teen or Mature did not differ in sexualization and featured more sexualization than Everyone games. Despite an increase in games featuring playable female characters, games still depict female characters more often in secondary roles and sexualized them more than primary characters. A positive relationship emerged between the sexualization of female characters and their physical capability. Critical success of games was unrelated to sexualization. We discuss these findings in light of social identity and objectification theories.
McLean, L. & Griffiths, M.D. (2019). Female gamers experience of online harassment and social support in online gaming: A qualitative study. International Journal of Mental Health and Addiction, Epub ahead of print.
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Female gaming is a relatively under-researched area, and female gamers often report experiencing harassment whilst playing online. The present study explored female experiences of social support while playing online video games, because of the previous research suggesting that females often experience harassment and negative interactions during game play. Data were collected from an online discussion forum, and comprised posts drawn from 271 female gamers. Thematic analysis of the discussions suggested that a lack of social support and harassment frequently led to female gamers playing alone, playing anonymously, and moving groups regularly. The female gamers reported experiencing anxiety and loneliness due to this lack of social support, and for many, this was mirrored in their experiences of social support outside of gaming. The female gamers frequently accepted the incorporation into their gaming of specific coping strategies to mitigate online harassment, including actively hiding their identity and avoiding all forms of verbal communication with other players. These themes are discussed in relation to relevant research in the area, along with recommendations for future research and consideration of possible explanations for the themes observed.
Video Game Characters and the Socialization of Gender Roles: Young People's Perceptions Mirror Sexist Media Depictions
Sex Roles
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Video game characters are icons in youth popular culture, but research on their role in gender socialization is rare. A content analysis of images of video game characters from top-selling American gaming magazines showed male characters (83%) are more likely than female characters (62%) to be portrayed as aggressive. Female characters are more likely than male characters to be portrayed as sexualized (60% versus 1%), scantily clad (39% versus 8%) and as showing a mix of sex and aggression (39 versus 1%). A survey of teens confirmed that stereotypes of male characters as aggressive and female characters as sexually objectified physical specimens are held even by nongamers. Studies are discussed in terms of the role media plays in socializing sexism.
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