我认为挑战这些陈规定型观念需要胆量,女孩的胆量:女性对桌游文化的看法

R. Scoats, Marcus Maloney
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引用次数: 0

摘要

尽管社会文化对桌面业余游戏(尤其是棋盘游戏)的兴趣和参与度不断提高,但对其周边文化的研究仍然不足。本文通过 43 个半结构式访谈,从玩现代桌游的女性角度探讨了桌游文化。研究结果强调了女性作为少数群体的经历,以及她们在进入桌游空间时所面临的困难--桌游空间通常被视为 "男性空间",并与极客男性气质联系在一起。调查结果还显示了桌游中的 "性别差距",女性在桌游文化中的经验、认知和融入程度较低,这成为她们参与桌游的障碍,并对她们的归属感产生了负面影响。尽管存在这些障碍,但其他女性的存在和经验有助于打破 "桌游只是男性的专利 "这一观念。此外,研究结果还显示了男性和女性是如何积极构建更新、更具包容性的桌游文化的,这种文化摒弃了排斥,并挑战了桌游与极客男性气质的联系。这项研究让我们深入了解了女性进入游戏所面临的一些障碍,以及当代桌游文化不断变化的本质。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
‘I think it takes balls, girl balls, to challenge those stereotypes’: Women’s perceptions of board game culture
Despite growing sociocultural interest in, and engagement with, tabletop hobby games, and in particular board games, the surrounding culture(s) remain underexamined. Drawing from 43 semi-structured interviews, this article explores board gaming culture from the perspective of women who play modern board games. The findings highlight women’s experiences as a minority and the difficulties they face when entering board games spaces – often perceived as ‘male spaces’ and associated with geek masculinity. The findings also show a ‘gender-gap’ in board games, where women’s reduced levels of experience, awareness and integration into board game culture act as a barrier to their participation and negatively impact their sense of belonging. Despite these barriers, the presence and experience of other women helped to deconstruct the notion that board games were solely for men. Furthermore, the findings also show how men and women are actively constructing newer, more inclusive board games cultures which eschew exclusion and challenge board game’s associations with geek masculinity. This research provides insight into some of the barriers to entry women face as well as the changing nature of contemporary board game culture.
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