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
“…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%
“…Among gamers, perceptions that members believe so-called “outsiders” have about them can influence self-perceptions about the group and its relations with external actors. Identities, including the stereotypical “gamer” identity, can serve as a source of mobilization even if the underlying morality of the group identity does not align with societal norms (Dowling et al, 2019; Lamont, 2000). For example, the discourse surrounding the GamerGate controversy demonstrated how perceived critiques of the gamer identity can both mobilize a group and lead to increased hostility and even threats of violence toward those perceived as outsiders (Dowling et al, 2019; Evans & Janish, 2015; Myers, 2019; Steltenpohl, Reed, & Keys, 2018).…”
Section: Introductionmentioning
confidence: 99%
“…Identities, including the stereotypical “gamer” identity, can serve as a source of mobilization even if the underlying morality of the group identity does not align with societal norms (Dowling et al, 2019; Lamont, 2000). For example, the discourse surrounding the GamerGate controversy demonstrated how perceived critiques of the gamer identity can both mobilize a group and lead to increased hostility and even threats of violence toward those perceived as outsiders (Dowling et al, 2019; Evans & Janish, 2015; Myers, 2019; Steltenpohl, Reed, & Keys, 2018). Initially perceived as a debate over ethics in game journalism, the GamerGate controversy resulted in pushback by traditionally stereotypical gamers against perceived efforts to expand and diversify gaming culture (Evans & Janish, 2015).…”
Section: Introductionmentioning
confidence: 99%
“…Despite recognition of positive gaming outcomes, prior scholarship has also identified the negative effects of gaming culture. These negative effects include the potential for hegemonic masculinity (Schelfhout et al, 2019), online harassment (Xue, Newman, & Du, 2019), racism (e.g., Ortiz, 2019), sex stereotyping (e.g., Ivory, Fox, Wadell, & Ivory, 2014), and gender discrimination (Dowling, Goetz, & Lathrop, 2019; Schelfhout et al, 2019), all of which have been at least partially attributed to self-reinforcing gamer stereotypes. As gaming has become more social and more diversified in conjunction with wider societal movements toward tolerance and acceptance, the persistence of traditionally stereotypical perceptions and behaviors remains a negative aspect of gaming culture.…”
Gaming is an increasingly acceptable outlet for recreation, social engagement, and professional practice. Despite this acceptance, perceptions of “gamers” have been slower to evolve. The traditional stereotype associated with the “gamer” label has persisted in popular culture and acts to perpetuate and reinforce the negative elements associated with gaming. The stereotype’s persistence begs the question of whether current gamers see themselves as having stereotypical traits and whether non-gamers would attribute these traits to game players. This study uses an established model of social perception to explore differences in perceptions of the gamer stereotype and game players among both self-identified gamers and non-gamers in the United States. The results show differences in perceptions between the stereotype and game players, reflecting persistence of the stereotype and recognition that it is not universally applicable to players themselves. Self-identified gamers also perceived themselves as exhibiting more positive and less stereotypical traits than “gamer” implies.
“…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%
“…Among gamers, perceptions that members believe so-called “outsiders” have about them can influence self-perceptions about the group and its relations with external actors. Identities, including the stereotypical “gamer” identity, can serve as a source of mobilization even if the underlying morality of the group identity does not align with societal norms (Dowling et al, 2019; Lamont, 2000). For example, the discourse surrounding the GamerGate controversy demonstrated how perceived critiques of the gamer identity can both mobilize a group and lead to increased hostility and even threats of violence toward those perceived as outsiders (Dowling et al, 2019; Evans & Janish, 2015; Myers, 2019; Steltenpohl, Reed, & Keys, 2018).…”
Section: Introductionmentioning
confidence: 99%
“…Identities, including the stereotypical “gamer” identity, can serve as a source of mobilization even if the underlying morality of the group identity does not align with societal norms (Dowling et al, 2019; Lamont, 2000). For example, the discourse surrounding the GamerGate controversy demonstrated how perceived critiques of the gamer identity can both mobilize a group and lead to increased hostility and even threats of violence toward those perceived as outsiders (Dowling et al, 2019; Evans & Janish, 2015; Myers, 2019; Steltenpohl, Reed, & Keys, 2018). Initially perceived as a debate over ethics in game journalism, the GamerGate controversy resulted in pushback by traditionally stereotypical gamers against perceived efforts to expand and diversify gaming culture (Evans & Janish, 2015).…”
Section: Introductionmentioning
confidence: 99%
“…Despite recognition of positive gaming outcomes, prior scholarship has also identified the negative effects of gaming culture. These negative effects include the potential for hegemonic masculinity (Schelfhout et al, 2019), online harassment (Xue, Newman, & Du, 2019), racism (e.g., Ortiz, 2019), sex stereotyping (e.g., Ivory, Fox, Wadell, & Ivory, 2014), and gender discrimination (Dowling, Goetz, & Lathrop, 2019; Schelfhout et al, 2019), all of which have been at least partially attributed to self-reinforcing gamer stereotypes. As gaming has become more social and more diversified in conjunction with wider societal movements toward tolerance and acceptance, the persistence of traditionally stereotypical perceptions and behaviors remains a negative aspect of gaming culture.…”
Gaming is an increasingly acceptable outlet for recreation, social engagement, and professional practice. Despite this acceptance, perceptions of “gamers” have been slower to evolve. The traditional stereotype associated with the “gamer” label has persisted in popular culture and acts to perpetuate and reinforce the negative elements associated with gaming. The stereotype’s persistence begs the question of whether current gamers see themselves as having stereotypical traits and whether non-gamers would attribute these traits to game players. This study uses an established model of social perception to explore differences in perceptions of the gamer stereotype and game players among both self-identified gamers and non-gamers in the United States. The results show differences in perceptions between the stereotype and game players, reflecting persistence of the stereotype and recognition that it is not universally applicable to players themselves. Self-identified gamers also perceived themselves as exhibiting more positive and less stereotypical traits than “gamer” implies.
While some assert that social identities have become more salient in American media coverage, existing evidence is largely anecdotal. An increased emphasis on social identities has important political implications, including for polarization and representation. We first document the rising salience of different social identities using natural language processing tools to analyze all tweets from 19 media outlets (2008–2021) alongside 553,078 URLs shared on Facebook. We then examine one potential mechanism: Outlets may highlight meaningful social identities—race/ethnicity, gender, religion, or partisanship—to attract readers through various social and psychological pathways. We find that identity cues are associated with increases in some forms of engagement on social media. To probe causality, we analyze 3,828 randomized headline experiments conducted via Upworthy. Headlines mentioning racial/ethnic identities generated more engagement than headlines that did not, with suggestive evidence for other identities. Identity‐oriented media coverage is growing and rooted partly in audience demand.
This paper aims to highlight structural issues concerning the conduct of esports media professionals and their work as social media influencers. The data selected for this study include footage from social media and digital streaming platforms, with spatial analysis serving as a primary theoretical scaffolding to support the paper’s rationale. The systemic nature of self-perpetuating circulation of contentious media-related content is observed through the assessment of three case studies which feature various discourses of identity concerning players, media professionals and the audience alike. The paper discusses personal media branding strategies and the perceived role of esports media professionals in the esports communities, the proliferation of ‘reversed safe space’ serving as an element of strengthening the media presence and the discrepancies between the accepted codes of conduct in the various esports-related media.
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