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Sex and gender in World of Warcraft: Identities, love, and power

机译:《魔兽世界》中的性别:身份,爱与力量

摘要

This thesis examines how gamers construct sex and gender in the online game World of Warcraft (WoW), with a particular focus on connections between intimate relationships and gendered power relations. Every year more people choose to play online games but despite this ‘gaming culture’ continues to be dominated by masculinist discourse that works to marginalise those who do not conform to patriarchal and heteronormative ways of being. This in turn impacts upon the ways in which gamers ‘perform’ or ‘do’ their identities including interacting and communicating with others. This research utilises feminist poststructuralist theories to examine: how gamers construct and perform their sexed and gendered identities in WoW; the intimate and loving relationships gamers establish and maintain in WoW and beyond; and, the ways in which gendered power relations are constructed in WoW’s online gaming culture and how this affects gamers relationships both online and offline. Butler’s theory regarding performativity is also utilised to aid in the analysis of gendered and sexual identities within WoW.The theoretical lens informs the choice of methods. Interviews, online questionnaires, follow-up email questionnaires, discussions within online game forum websites, and autoethnography were used to examine 57 participants’ (35 men and 22 women) experiences of WoW’s ‘gaming culture’ and their relationships with other players. The findings are organised across three substantive chapters. The first focuses on the body and how gender and sexuality are represented via avatars in WoW. It also highlights how people who do not conform to heteronormative ideals and values are marginalised. The second substantive chapter discusses participants’ experiences of intimate and loving relationships in WoW, including how obstacles such as geographical distance are negotiated in relationships between gamers. In addition, I highlight how gaming can be understood as a sensory experience, where emotion and affect are important elements in contemporary game design, and how these elements are evident in WoW and the relationships that evolve within that space. The third and final substantive chapter examines the culture of online games, including the ways in which sexism and misogyny are evident within WoW and the wider gaming community. In particular, I look at how women are positioned in games, as players, game designers, and game critics. Considering the growing practice of gaming as an ‘everyday’ social activity – as well as the depth and intensity of friendships and intimate relationships between gamers – encourages a more critical understanding of the normative and powerful ways in which bodies and online spaces are mutually constituted. WoW as a digital world has distinctive spatial aspects. This study adopts a feminist geographical approach in order to contribute to critical discussions on the relationship between gender and sexual subjectivities, intimate relationships in WoW, and the culture of gaming.
机译:本文研究了网络游戏《魔兽世界》(WoW)中游戏玩家如何构建性别和性别,特别关注亲密关系与性别权力关系之间的联系。每年都有更多的人选择玩网络游戏,尽管有这种“游戏文化”,但男子气论的话语仍然占主导地位,这种话语使那些不符合父权制和异性规范的人边缘化。反过来,这会影响玩家“表现”或“表现”身份的方式,包括与他人互动和交流。这项研究利用女权主义的后结构主义理论来检验:游戏玩家如何在《魔兽世界》中建构和表现其性别认同;游戏玩家在《魔兽世界》及以后建立和维持的亲密关系;以及《魔兽世界》在线游戏文化中建立性别力量关系的方式,以及这如何影响在线和离线玩家之间的关系。巴特勒关于表现力的理论也被用来帮助分析《魔兽世界》中的性别认同和性认同。理论的视角指导了方法的选择。访谈,在线调查表,后续电子邮件调查表,在线游戏论坛网站内的讨论以及人种志被用来检查57名参与者(35名男性和22名女性)对《魔兽世界》“游戏文化”的经历以及他们与其他玩家的关系。调查结果分为三个实质性章节。首先关注身体以及《魔兽世界》中的化身如何表现性别和性行为。它还强调了不遵守异规范思想和价值观的人如何被边缘化。第二个实质性章节讨论了参与者在《魔兽世界》中亲密而亲密的关系的经历,包括如何在游戏者之间的关系中协商诸如地理距离之类的障碍。此外,我重点介绍了如何将游戏理解为一种感官体验,其中情感和情感是当代游戏设计中的重要元素,以及这些元素如何在《魔兽世界》以及在该空间中发展的关系中体现出来。第三章也是最后一个实质性章节,探讨了网络游戏的文化,包括在《魔兽世界》和更广泛的游戏社区中明显表现出性别歧视和厌女症的方式。特别是,我着眼于女性在玩家,游戏设计师和游戏评论家中的角色。考虑到越来越多的游戏活动是“日常”社交活动,以及与游戏玩家之间的友谊和亲密关系的深度和强度,鼓励人们对机体和在线空间相互构成的规范和强大方式有更批判性的了解。作为数字世界的魔兽世界具有独特的空间方面。本研究采用女性主义的地理方法,以促进对性别与性主观之间的关系,《魔兽世界》中的亲密关系以及游戏文化进行批判性讨论。

著录项

  • 作者

    Todd Cherie Jane;

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  • 年度 2015
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  • 原文格式 PDF
  • 正文语种 en
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