TY - JOUR
T1 - Blurring the boundaries
T2 - Using Gamergate to examine “real” and symbolic violence against women in contemporary gaming culture
AU - Gray, Kishonna L.
AU - Buyukozturk, Bertan
AU - Hill, Zachary G.
N1 - Publisher Copyright:
© 2017 John Wiley & Sons Ltd.
PY - 2017/3/1
Y1 - 2017/3/1
N2 - Recent controversies in gaming culture (i.e., Gamergate) highlight the lack of attention devoted to discussions of actual violence women experience in gaming. Rather, the focus is often situated on in-game violence; however, we must extend discussions of in-game violence and increased aggression to account for the “real world,” violent, realities of women as gamers, developers, and even critics of the medium. As such, we provide context with a brief introduction to the events of Gamergate. We then discuss the connections between the continued marginalization of women both in video games and in “real life.” Drawing from a range of sociological and ludological research, especially Bourdieu and Wacquant's conceptualization of symbolic violence, we examine the normalization of violence towards women in gaming culture. We conclude with considerations for future work involving symbolic violence and other conceptualizations of violence. This focus allows for a more impactful consideration as to why and how codified simulated violence affects marginalized members of communities. Using symbolic violence to connect trends within games to the lived experiences of women in gaming communities binds virtual experiences to “real” ones.
AB - Recent controversies in gaming culture (i.e., Gamergate) highlight the lack of attention devoted to discussions of actual violence women experience in gaming. Rather, the focus is often situated on in-game violence; however, we must extend discussions of in-game violence and increased aggression to account for the “real world,” violent, realities of women as gamers, developers, and even critics of the medium. As such, we provide context with a brief introduction to the events of Gamergate. We then discuss the connections between the continued marginalization of women both in video games and in “real life.” Drawing from a range of sociological and ludological research, especially Bourdieu and Wacquant's conceptualization of symbolic violence, we examine the normalization of violence towards women in gaming culture. We conclude with considerations for future work involving symbolic violence and other conceptualizations of violence. This focus allows for a more impactful consideration as to why and how codified simulated violence affects marginalized members of communities. Using symbolic violence to connect trends within games to the lived experiences of women in gaming communities binds virtual experiences to “real” ones.
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U2 - 10.1111/soc4.12458
DO - 10.1111/soc4.12458
M3 - Article
AN - SCOPUS:85016609534
SN - 1751-9020
VL - 11
JO - Sociology Compass
JF - Sociology Compass
IS - 3
M1 - e12458
ER -