Advertisement

Introduction: Masculinity and Gaming: Mediated Masculinities in Play

  • Nicholas Taylor
  • Gerald Voorhees
Chapter
Part of the Palgrave Games in Context book series (PAGCON)

Abstract

This introduction to the edited volume Masculinities in Play demonstrates that gaming constitutes one key site in a broader apparatus of contemporary governmentality reconstituting and reconfiguring our (ever-precarious) understandings of masculinity and manliness. The chapter first situates the volume at the intersections of game studies, masculinity studies, and cultural studies before providing a framework for theorizing masculinity as an apparatus that provides not only the symbolic resources but also the material and institutional conditions that enable masculine subjects to shape their selves in relation to games and their attendant technologies, practices, and contexts.

Keywords

Gender Video games Masculinities Feminism Representation Performance 

Bibliography

  1. Agamben, G. 2009. What is an Apparatus? Palo Alto, CA: Stanford University Press.Google Scholar
  2. Althusser, Louis. 1969. For Marx. New York City: Penguin Press.Google Scholar
  3. Andrejevic, Mark. 2016. Theorizing Drones and Droning Theory. In Drones and Unmanned Aerial Systems: Legal and Social Implications for Security and Surveillance, ed. Alex Zavrsnik, 21–43. Zurich: Springer International.CrossRefGoogle Scholar
  4. Bratich, Jack Z. 2008. Activating the Multitude: Audience Powers and Cultural Studies. In New Directions in American Reception Study, ed. Philip Goldstein and James Machor, 33–56. Oxford: Oxford University Press.Google Scholar
  5. Brock, Andre. 2011. ‘When Keepin it Real Goes Wrong’: Resident Evil 5, Racial Representation, and Gamers. Games and Culture 6 (5): 429–452.CrossRefGoogle Scholar
  6. Butler, Judith. 1993. Bodies that Matter. New York: Routledge.Google Scholar
  7. Chess, Shira, and Adrienne Shaw. 2015. A Conspiracy of Fishes, or, How We Learned to Stop Worrying about #GamerGate and Embrace Hegemonic Masculinity. Journal of Broadcasting & Electronic Media 59 (1): 208–220.CrossRefGoogle Scholar
  8. Connell, Raewyn. 2005. Masculinities. 2nd ed. Cambridge: Polity Press.Google Scholar
  9. ———. 2014. The Study of Masculinities. Qualitative Research Journal 14 (1): 5–15.CrossRefGoogle Scholar
  10. Connell, Raewyn, and James Messerschmidt. 2005. Hegemonic Masculinity: Rethinking the Concept. Gender & Society 19 (6): 829–859.CrossRefGoogle Scholar
  11. Consalvo, Mia. 2012. Confronting Toxic Gamer Culture: A Challenge for Feminist Game Studies Scholars. Ada: A Journal of Gender, New Media, and Technology 1.  https://doi.org/10.7264/N33X84KH.
  12. ———. 2016. Atari to Zelda: Japan’s Videogames in Global Contexts. Cambridge, MA: MIT Press.Google Scholar
  13. Cross, Katherine. 2017. How Trump Is Trying to Govern America Like an Internet Troll. Rolling Stone, February 23. http://www.rollingstone.com/politics/features/how-trump-is-trying-to-govern-america-like-an-internet-troll-w468518.
  14. Deterding, Sebastian. 2009. Living Room Wars: Remediation, Boardgames, and the Early History of Video Wargaming. In Joystick Soldiers, The Politics of Play in Military Video Games, ed. Nina Huntemann and Matthew Thomas Payne, 1–16. New York: Routledge.Google Scholar
  15. Dyer-Witheford, Nick, and Greig de Peuter. 2009. Games of Empire: Global Capitalism and Video Games. Minneapolis, MN: University of Minnesota Press.Google Scholar
  16. Everett, Anna, and S. Craig Watkins. 2008. The Power of Play: The Portrayal and Performance of Race in Video Games. In The Ecology of Games: Connecting Youth, Games, and Learning, ed. Katie Salen, 141–166. Cambridge, MA: The MIT Press.Google Scholar
  17. Foucault, Michel. 1980. Confessions of the Flesh. In Power/Knowledge Selected Interviews and Other Writings, ed. Colin Gordon, 194–228. New York: Pantheon Books.Google Scholar
  18. ———. 1982. The Subject and Power. Critical Inquiry 8 (4): 777–795.CrossRefGoogle Scholar
  19. ———. 1990. The History of Sexuality. Vol. 1. New York: Vintage Books.Google Scholar
  20. Fron, Janine, Tracy Fullerton, and Celia Pearce. 2007. The Hegemony of Play. Situated Play, Proceedings of DiGRA 2007 Conference.Google Scholar
  21. Ging, Debbie. 2017. Alphas, Betas, and Incels: Theorizing the Masculinities of the Monosphere. Men and Masculinities.  https://doi.org/10.1177/1097184X17706401.
  22. Gotell, Lise, and Emily Dutton. 2016. “Sexual Violence in the ‘Manosphere’”: Antifeminist Men’s Rights Discourses on Rape. International Journal for Crime, Justice, and Social Democracy 5 (2): 65–80.CrossRefGoogle Scholar
  23. Greene, Ronald W. 1998. Another Materialist Rhetoric. Critical Studies in Mass Communication 15 (1): 21–41.CrossRefGoogle Scholar
  24. Halberstam, Jack. 1998. Female Masculinity. Durham, NC: Duke University Press.Google Scholar
  25. Harper, Todd. 2014. The Culture of Digital Fighting Games: Performance and Practice. New York: Routledge.Google Scholar
  26. hooks, bell. 2003. We Real Cool: Black Men and Masculinity. New York: Routledge.Google Scholar
  27. Huntemann, Nina, and Ben Aslinger, eds. 2013. Global Games: Production, Play, and Place. New York: Palgrave Macmillan.Google Scholar
  28. Huntemann, Nina, and Thomas Payne. 2009. Joystick Soldiers. New York: Routledge.Google Scholar
  29. Jenson, Jennifer, and Suzanne de Castell. 2010. Gender, Simulation, and Gaming: Research Review and Directions. Simulation & Gaming 41 (1): 51–71.CrossRefGoogle Scholar
  30. ———. 2011. Girls @ Play. Feminist Media Studies 11: 167–179.  https://doi.org/10.1080/14680777.2010.521625.CrossRefGoogle Scholar
  31. Kafai, Yasmin B., Deborah Fields, and Michael T. Giang. 2009. Transgressive Gender Play: Profiles and Portraits of Girl Players in a Tween Virtual World. Breaking New Ground: Proceedings of the Digital Games Research Association (DiGRA), Brunel University, West London.Google Scholar
  32. Kendall, Lori. 1998. Meaning and’ Identity in “Cyberspace”: The Performance of Gender, Class, and Race Online. Symbolic Interaction 21 (2): 129–153.CrossRefGoogle Scholar
  33. Kennedy, Helen. 2006. Illegitimate, Monstrous and Out There: Female ‘Quake’ Players and Inappropriate Pleasures. In Feminism in Popular Culture, ed. Joanne Hollows and Rachel Mosely, 183–201. London: Berg.Google Scholar
  34. Kocurek, Carley. 2015. Coin Operated Americans. Minneapolis, MN: University of Minnesota Press.CrossRefGoogle Scholar
  35. Lagomarsino, John. 2017. Brianna Wu Says the Gamergate Playbook Poisoned the Election. The Outline, February 1. https://theoutline.com/post/983/brianna-wu-says-the-gamergate-playbook-poisoned-the-election.
  36. Lauteria, Evan. 2012. _Ga(y)mer Theory_: Queer Modding as Resistance. Reconstruction 12 (2). http://reconstruction.eserver.org/122/Lauteria_Evan.shtml.
  37. Lee, S. Austin, and Alexis Pulos, eds. 2016. Video Games in East Asia. New York: Palgrave Macmillan.Google Scholar
  38. Leonard, David. 2006. Not a Hater, Just Keepin’ It Real. The Importance of Race and Gender Based Game Studies. Games and Culture 1 (1): 83–88.CrossRefGoogle Scholar
  39. Liboriussen, Bjarke, and Paul Martin. 2016. Regional Game Studies. Game Studies 16 (1). http://gamestudies.org/1601/articles/liboriussen.
  40. Lugo, Jairo, Tony Sampson, and Merlyn Lossada. 2002. Latin America’s New Culture Industries Still Play Old Games. Game Studies 2 (2). http://www.gamestudies.org/0202/lugo/.
  41. Maiberg, Emanuel. 2017. Under Trump, Gamergate Can Stop Pretending It Was About Games. Motherboard, February 9. https://motherboard.vice.com/en_us/article/bm5wd4/under-trump-gamergate-can-stop-pretending-it-was-about-games.
  42. Marcotte, Amanda. 2016. Donald Trump’s Campaign Really is Gamergate Being Played Out on a National Scale. Salon, September 15. http://www.salon.com/2016/09/15/gamergater/.
  43. Miller, Toby. 2012. The Shameful Trinity: Game Studies, Empire, and the Cognitariot. In Guns, Grenades, and Grunts: The First Person Shooter Game, ed. Gerald Voorhees, Josh Call, and Katie Whitlock, 113–130. New York: Bloomsbury Academic.Google Scholar
  44. Mukherjee, Souvik. 2017. Videogames and Postcolonialism: Empire Plays Back. Basingstoke: Palgrave Macmillan.CrossRefGoogle Scholar
  45. Murray, Soroya. 2017. The Rubble and the Ruin: Race, Gender and Sites of Inglorious Conflict in Spec Ops: The Line. In Gaming Representation, ed. J. Malkowski and T.M. Russworm, 147–163. Bloomington, IN: Indiana University Press.CrossRefGoogle Scholar
  46. Packer, Jeremy. 2013. The Conditions of Media’s Possibility: A Foucauldian Approach to Media History. In Media History and the Foundations of Media Studies, ed. John Nerone, 1–34. New York: Blackwell.Google Scholar
  47. Paul, Christopher A. 2013. Resisting Meritocracy and Reappropriating Games: Rhetorically Rethinking Game Design. Selected Papers of Internet Research. https://spir.aoir.org/index.php/spir/article/view/810.
  48. Paul, Christopher A. 2018. The Toxic Meritocracy of Video Games: Why Gaming Culture is the Worst. Minneapolis, MN: University of Minnesota Press.CrossRefGoogle Scholar
  49. Penix-Tadson, Philip. 2016. Cultural Codes: Videogames and Latin America. Cambridge, MA: MIT Press.Google Scholar
  50. Salter, Anastasia, and Bridget Blodgett. 2012. Hypermasculinity and Dickwolves: The Contentious Role of Women in the New Gaming Public. Journal of Electronic Media 56 (3): 401–416.Google Scholar
  51. Shaw, Adrienne. 2014. Gaming at the Edge. Minneapolis, MN: University of Minnesota Press.Google Scholar
  52. Smith, Dorothy E. 2005. Institutional Ethnography: A Sociology for People. Toronto, ON: Altamira Press.Google Scholar
  53. Stahl, Roger. 2010. Militainment, Inc. War, Media, and Popular Culture. New York: Routledge.Google Scholar
  54. Szablewicz, Marcella. 2016. A Realm of Mere Representation? ‘Live’ E-Sports Spectacles and the Crafting of China’s Digital Gaming Image. Games and Culture 11 (3): 256–274.CrossRefGoogle Scholar
  55. Taylor, T.L. 2006. Play Between Worlds: Exploring Online Game Culture. Cambridge, MA: MIT Press.Google Scholar
  56. Taylor, Nicholas. 2016. Now You’re Playing with Audience Power: The Work of Watching Games. Critical Studies in Media Communication 33 (4): 293–307.CrossRefGoogle Scholar
  57. Taylor, Nicholas, Jennifer Jenson, and Suzanne de Castell. 2009. Cheerleaders, Booth Babes, Halo Hoes: Pro-gaming, Gender, and Jobs for the Boys. Digital Creativity 20 (9): 239–252.CrossRefGoogle Scholar
  58. Turkle, Sherry. 1997. Life on the Screen: Identity in the Age of the Internet. New York: Simon & Schuster.Google Scholar
  59. Voorhees, Gerald. 2012. Neoliberal Multiculturalism in Mass Effect: The Government of Difference in Digital Role-Playing Games. In Dungeons, Dragons and Digital Denizens: Digital Role-Playing Games, ed. Gerald Voorhees, Josh Call, and Katie Whitlock, 259–277. New York City: Continuum International Publishing.Google Scholar
  60. ———. 2015. Neoliberal Masculinity: The Government of Play and Masculinity in E-Sports. In Playing to Win: Sports, Video Games, and the Culture of Play, ed. Thomas Oates and Robert Brookey, 63–91. Bloomington, IN: Indiana University Press.Google Scholar
  61. Witkowski, Emma. 2012. On the Digital Playing Field: How We “Do Sport” with Networked Computer Games. Games and Culture 7 (5): 349–374.CrossRefGoogle Scholar
  62. ———. 2013. Eventful Masculinities: Negotiations of Hegemonic Sporting Masculinities at LANs. In Sports Videogames, ed. Mia Consalvo, Konstantin Mitgutsch, and Abe Stein, 217–235. New York: Routledge.Google Scholar
  63. Wolf, Mark J.P., ed. 2015. Video Games Around the World. Cambridge, MA: MIT Press.Google Scholar

Copyright information

© The Author(s) 2018

Authors and Affiliations

  • Nicholas Taylor
    • 1
  • Gerald Voorhees
    • 2
  1. 1.North Carolina State UniversityRaleighUSA
  2. 2.University of WaterlooWaterlooCanada

Personalised recommendations