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2019
DOI: 10.1177/1555412019864857
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One Year of #GamerGate: The Shared Twitter Link as Emblem of Masculinist Gamer Identity

Abstract: Since the #GamerGate controversy erupted in 2014, anti-feminist gamers continue to lash out at feminists and supporters of progressive and inclusive gaming content. A key strategy in this discourse is the sharing of content via links on Twitter, which accompany messages positioning the sender on either side of the debate. Through qualitative analysis of a data set drawn from 1,311 tweets from 2016 to 2017, we argue that tweeted links are a salient tool for signaling affiliation with gaming communities. For ant… Show more

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Cited by 12 publications
(13 citation statements)
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References 27 publications
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“…This hegemony is said to be reinforced within the gaming culture in multiple ways. Critics argue that the majority of mainstream games are male-centric in terms of content (e.g., sports and violence), development, and marketing (Anthropy, 2012; Dowling et al, 2019; Evans & Janish, 2015; Euteneuer, 2016; Ochsner, 2019) and often lack diverse representations (Gardner & Tanenbaum, 2018; Passmore, Yates, Birk, & Mandryk, 2017), including a shortage of LGBTQ games and characters (Condis, 2015; Evans & Janish, 2015; Shaw, 2012). While the increase in casual games is seen as having the potential to broaden and diversify the gaming audience, some have argued that changing the gaming culture also requires more than just a diversity of games—it requires changes in group representations within those games (Cote, 2018).…”
Section: Introductionmentioning
confidence: 99%
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“…This hegemony is said to be reinforced within the gaming culture in multiple ways. Critics argue that the majority of mainstream games are male-centric in terms of content (e.g., sports and violence), development, and marketing (Anthropy, 2012; Dowling et al, 2019; Evans & Janish, 2015; Euteneuer, 2016; Ochsner, 2019) and often lack diverse representations (Gardner & Tanenbaum, 2018; Passmore, Yates, Birk, & Mandryk, 2017), including a shortage of LGBTQ games and characters (Condis, 2015; Evans & Janish, 2015; Shaw, 2012). While the increase in casual games is seen as having the potential to broaden and diversify the gaming audience, some have argued that changing the gaming culture also requires more than just a diversity of games—it requires changes in group representations within those games (Cote, 2018).…”
Section: Introductionmentioning
confidence: 99%
“…These so-called “hardcore” gamers, with their emphasis on technical mastery as coin of the realm, are also said to contribute to the masculine gaming culture (Newman & Vanderhoef, 2016). The emphasis on technological mastery aligns with masculine notions of strength and domination, offering privilege within the group to those who possess it (Dowling et al, 2019; Taylor, 2012). The emphasis on technological mastery and skill is a tenet of the so-called “geek” or “nerd” culture (Burrill, 2008; Salter & Blodgett, 2017).…”
Section: Introductionmentioning
confidence: 99%
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