Patriarchy in play: Video games as gendered media ecologies

Q2 Social Sciences
J. Jenson, Suzanne de Castell
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引用次数: 1

Abstract

Videogames are a dominant cultural, economic and creative medium in the twenty-first century, whose varied ecologies are increasingly recognized as particularly hostile environments to those identifying or identified as women. These ecologies include those encoded and enacted within the virtual environments of digital games, across the spectrum of those ecologies materially inhabited in games education, game cultures and, paradigmatically, the video game industry. In June 2020, top videogame maker Ubisoft saw high ranking employees resign from the company as accounts went public on Twitter and in mainstream media of sexual harassment, abuse and other misconduct at the company being covered up and ignored. But this is by no means the first public revelation of sexual harassment and discriminatory injustices directed at women who develop and play games: many will recall the vitriolic online hate movement #gamergate.Despite the familiarity of these tropes, we seem to ‘rediscover’ every few years or so that making and playing video games can present toxic environments for women. Drawing on feminist perspectives that understand how videogames have been a gendered, primarily masculine, domain, this article proposes that a topographical view, one specifically attuned to examining gender through a media ecology lens, can demonstrate how these successive re-enactments of ‘shock and awe’ operate in the service of, and are functionally integral to, the preservation of media ecologies exclusionary by design, legitimizing the repetition of their gendered hostilities. The intent is to move beyond naïve expressions of surprise and righteous indignation, to a grounded recognition and elucidation of the extents to which misogyny and harassment are and have been deeply structured into the gendered ecologies of video games.
游戏中的父权制:电子游戏作为性别化的媒体生态
电子游戏是21世纪占主导地位的文化、经济和创意媒介,其多样化的生态环境越来越被认为是对那些自认为或自认为是女性的人特别不利的环境。这些生态包括在数字游戏的虚拟环境中编码和制定的生态,以及在游戏教育、游戏文化和电子游戏产业中存在的生态。2020年6月,顶级电子游戏制造商育碧(Ubisoft)看到公司的高级员工辞职,因为推特和主流媒体上公开了该公司性骚扰、性虐待和其他不当行为被掩盖和忽视的账户。但这绝不是第一次公开揭露针对开发和玩游戏的女性的性骚扰和歧视性不公正:许多人会想起尖刻的在线仇恨运动#gamergate。尽管我们对这些比喻很熟悉,但我们似乎每隔几年就会“重新发现”,制作和玩电子游戏可能会给女性带来有害的环境。基于女权主义者的观点(游戏邦注:即理解电子游戏是一个性别化的,主要是男性化的领域),本文提出了一种地形学观点,即通过媒体生态镜头来审视性别,能够展示这些“震惊与敬畏”的连续再现是如何服务于媒体生态的保护,并在功能上不可或缺,通过设计将其性别敌对行为的重复合法化。我的目的是超越naïve对惊讶和义愤的表达,更深入地认识和阐明厌女症和骚扰在电子游戏性别生态中根深蒂固的程度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Explorations in Media Ecology
Explorations in Media Ecology Social Sciences-Cultural Studies
CiteScore
0.70
自引率
0.00%
发文量
24
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