Video Games and Gender Assemblages : Understanding #Gamergate and Beyond
Book Details
Format
Hardback or Cased Book
Book Series
Emerging Insights into Esports and Video Games
ISBN-10
1666945897
ISBN-13
9781666945898
Publisher
Bloomsbury Publishing Plc
Imprint
Lexington Books/Fortress Academic
Country of Manufacture
GB
Country of Publication
GB
Publication Date
May 14th, 2025
Print length
264 Pages
Product Classification:
Media studies
Ksh 16,400.00
Manufactured on Demand
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Quality
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This book examines why women are often treated with vitriol in the video game industry and communities of play. Using a Deleuzoguattarian lens, it considers the content and production of video games; the affects they amplify and how they impact gender identity; and how affects flow throughout communities of play.
In this book, Sian Tomkinson examines why, despite around half of gamers being female, highly-gendered stereotypical assumptions pervade the video game industry and communities of play, leading to toxic attitudes and events such as Gamergate and beyond. Tomkinson utilizes a Deleuzoguattarian lens through critique of categories to encourage a shift away from the binary oppositions that often lie at the root of this tension. Through the use of concepts including the assemblage, faciality, and the refrain, the book argues that the increased diversity of games, producers, and players have challenged traditional gamer identities. Gamers faced with this challenge, Tomkinson posits, can either embrace new experiences and affects deterritorialising this identity or become destructively reactionary by reterritorializing and refusing to meaningfully engage with difference. Ultimately, this book demonstrates how video game cultures and communities have a unique assemblage of influences while also functioning as a microcosm of broader social, cultural, and political tensions. Scholars of media studies, video game studies, womens and gender studies, philosophy, and sociology will find this book of particular interest.
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