Masculinity

Authored by: Michael Z. Newman , John Vanderhoef

The Routledge Companion to Video Game Studies

Print publication date:  December  2013
Online publication date:  January  2014

Print ISBN: 9780415533324
eBook ISBN: 9780203114261
Adobe ISBN: 9781136290510

10.4324/9780203114261.ch47

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Abstract

Video games have always been identified with masculinity, and the stereotype of the video game player as a young male endures in spite of efforts to open up play to other identities and to recognize the participation of girls and women in video game culture (Shaw, 2011; Williams et al., 2008). We can think of the gendering of games in terms of representations of masculinity in game images and stories. Just as important, gendering structures the production of games and the experiences of players. We also recognize the intersection of masculinity in both texts and contexts with other identities such as age, race, and sexuality. Despite the existence of diverse participants in gaming, it is young male players who are most likely to identify as “gamers” and who are most often addressed by games and their culture.

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