How gaming became sexist: a study of UK gaming magazines 1981–1995.

Computer gaming was not born sexist but was codified as an exclusively male practice as it peeled itself away from the rest of the burgeoning computer culture in the mid-1980s. This article traces the development of gaming’s gender bias through a discourse analysis of gaming magazines published in t...

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Publicado en:Media, Culture & Society Vol. 39; no. 4; pp. 453 - 469
Autor principal: Kirkpatrick, Graeme
Formato: Artículo
Publicado: Sage Publications, Ltd. May2017
Materias:
Acceso en línea:Ver este registro en EBSCOhost
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        atl: How gaming became sexist: a study of UK gaming magazines 1981–1995.
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        au: Kirkpatrick, Graeme
        affil: University of Skövde, Sweden
      su:
        Video games
        Masculinity
        Technology & society
        Gender
        Games industry
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          Video games
          Masculinity
          Technology & society
          Gender
          Doll, Toy, and Game Manufacturing
          Home entertainment equipment merchant wholesalers
          Video game publishers
          Video game design and development services
          Toy and Hobby Goods and Supplies Merchant Wholesalers
          Games industry
      keyword:
        computers
        gaming culture
        gender
        magazines
        technology and society
        computers
        gaming culture
        gender
        magazines
        technology and society
      ab: Computer gaming was not born sexist but was codified as an exclusively male practice as it peeled itself away from the rest of the burgeoning computer culture in the mid-1980s. This article traces the development of gaming’s gender bias through a discourse analysis of gaming magazines published in the United Kingdom between 1981 and 1995. In their early years (1981–1985), these publications present a milieu that was reflective on gender issues and concerned to include female participants. However, from 1987, the rhetorical framing of computer games, gaming and gamer performance was increasingly gender-exclusive and focused on the re-enforcement of stereotypically masculine values, albeit that much of this discourse had a humorous and ironic inflection. The article presents this as the gender-biased articulation of gaming discourse. Instead of viewing the gendering of computer games as something they inherited from previous kinds of games and activities, the article argues that the political economy of the gaming industry in the second half of the 1980s created specific conditions under which games and gaming were coded as exclusively masculine.
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      doctype: Article
      src: R
    language: English
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