Video gaming as a gendered pursuit

J. Drenten, Robert L. Harrison, Nicholas Pendarvis
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引用次数: 5

Abstract

As video game technology has evolved, so too has the gendered nature of the video gaming subculture. This chapter characterizes the broad cultural context of gaming and the shifting social patterns of gendered game play. By reviewing existing research at the intersection of gender, gaming, and consumption, we identify three primary research opportunities to build upon existing research: understanding consumers’ lived experiences in the gendered gaming subculture, exploring the gendered gaming marketplace (e.g., shopping, advertising), and investigating the systemic, structural, and cultural underpinnings of gaming. Existing research in the field is not exhaustive nor complete; rather, opportunities for research identify gaps that should be examined more fully by building on existing foundational research. We also address potential challenges of conducting gender-based research in the context of gaming
电子游戏是一种性别追求
随着电子游戏技术的发展,电子游戏亚文化的性别性质也在发展。这一章描述了游戏的广泛文化背景以及性别游戏玩法的社会模式转变。通过回顾性别、游戏和消费交叉领域的现有研究,我们确定了三个主要的研究机会:理解消费者在性别游戏亚文化中的生活体验,探索性别游戏市场(如购物、广告),调查游戏的系统、结构和文化基础。该领域的现有研究并不详尽,也不完整;相反,研究机会确定了应该在现有基础研究的基础上更充分地审查的差距。我们也会处理在游戏背景下进行基于性别的研究的潜在挑战
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