Default Characters and the Embodied Nature of Play: Race, Gender, and Gamer Identity

This paper examines several recent controversies in the gaming and popular culture fandoms that revolved around issues of sexuality, race, and gender. It uses these examples as a means for examining which roles and identities are privileged when it comes to talking about gamers and gamer identity. T...

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Main Author: Jacob Steven Euteneuer
Format: Article
Language:English
Published: University of Glasgow 2016-07-01
Series:Press Start
Subjects:
Online Access:http://press-start.gla.ac.uk/index.php/press-start/article/view/50
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spelling doaj-6da4ca7865494a35ae5337bdf1102cc12020-11-25T01:10:11ZengUniversity of GlasgowPress Start2055-81982016-07-013111512525Default Characters and the Embodied Nature of Play: Race, Gender, and Gamer IdentityJacob Steven Euteneuer0Oklahoma State UniversityThis paper examines several recent controversies in the gaming and popular culture fandoms that revolved around issues of sexuality, race, and gender. It uses these examples as a means for examining which roles and identities are privileged when it comes to talking about gamers and gamer identity. The paper argues that a shift toward play as an embodied process allows for more inclusive games and forms of play which would allow for the expansion of who both sees them self in videogames and is able to play like a character of their own identity. Drawing on videogames such as Mass Effect 3 and Grand Theft Auto V, this paper uses visual rhetorical strategies to analyse and identify how specific cultures and identities have been excluded from the tag of gamer. Additionally, it examines canonical videogames of the past to establish how feminine characters have been treated under the male gaze. Finally, it provides a glimpse of the possibilities for videogames to be aware of their embodied nature and potential for inclusivity. This paper examines several recent controversies in the gaming and popular culture fandoms that revolved around issues of sexuality, race, and gender. It uses these examples as a means for examining which roles and identities are privileged when it comes to talking about gamers and gamer identity. The paper argues that a shift toward play as an embodied process allows for more inclusive games and forms of play which would allow for the expansion of who both sees them self in videogames and is able to play like a character of their own identity. Drawing on videogames such as Mass Effect 3 and Grand Theft Auto V, this paper uses visual rhetorical strategies to analyzeanalyse and identify how specific cultures and identities have been excluded from the tag of gamer. Additionally, it examines canonical videogames of theprovides glimpses [LdW1] of videogaming’s past to establish how feminine characters have been treated under the male gaze. Finally, it provides a glimpse of the possibilities for videogames to be aware of their embodied nature and potential for inclusivity.  [LdW1]Unnecessarily vague (esp. For an abstract, which, ironically, should be more concrete ;])http://press-start.gla.ac.uk/index.php/press-start/article/view/50gameridentityracegendercultural projection, embodiment
collection DOAJ
language English
format Article
sources DOAJ
author Jacob Steven Euteneuer
spellingShingle Jacob Steven Euteneuer
Default Characters and the Embodied Nature of Play: Race, Gender, and Gamer Identity
Press Start
gamer
identity
race
gender
cultural projection, embodiment
author_facet Jacob Steven Euteneuer
author_sort Jacob Steven Euteneuer
title Default Characters and the Embodied Nature of Play: Race, Gender, and Gamer Identity
title_short Default Characters and the Embodied Nature of Play: Race, Gender, and Gamer Identity
title_full Default Characters and the Embodied Nature of Play: Race, Gender, and Gamer Identity
title_fullStr Default Characters and the Embodied Nature of Play: Race, Gender, and Gamer Identity
title_full_unstemmed Default Characters and the Embodied Nature of Play: Race, Gender, and Gamer Identity
title_sort default characters and the embodied nature of play: race, gender, and gamer identity
publisher University of Glasgow
series Press Start
issn 2055-8198
publishDate 2016-07-01
description This paper examines several recent controversies in the gaming and popular culture fandoms that revolved around issues of sexuality, race, and gender. It uses these examples as a means for examining which roles and identities are privileged when it comes to talking about gamers and gamer identity. The paper argues that a shift toward play as an embodied process allows for more inclusive games and forms of play which would allow for the expansion of who both sees them self in videogames and is able to play like a character of their own identity. Drawing on videogames such as Mass Effect 3 and Grand Theft Auto V, this paper uses visual rhetorical strategies to analyse and identify how specific cultures and identities have been excluded from the tag of gamer. Additionally, it examines canonical videogames of the past to establish how feminine characters have been treated under the male gaze. Finally, it provides a glimpse of the possibilities for videogames to be aware of their embodied nature and potential for inclusivity. This paper examines several recent controversies in the gaming and popular culture fandoms that revolved around issues of sexuality, race, and gender. It uses these examples as a means for examining which roles and identities are privileged when it comes to talking about gamers and gamer identity. The paper argues that a shift toward play as an embodied process allows for more inclusive games and forms of play which would allow for the expansion of who both sees them self in videogames and is able to play like a character of their own identity. Drawing on videogames such as Mass Effect 3 and Grand Theft Auto V, this paper uses visual rhetorical strategies to analyzeanalyse and identify how specific cultures and identities have been excluded from the tag of gamer. Additionally, it examines canonical videogames of theprovides glimpses [LdW1] of videogaming’s past to establish how feminine characters have been treated under the male gaze. Finally, it provides a glimpse of the possibilities for videogames to be aware of their embodied nature and potential for inclusivity.  [LdW1]Unnecessarily vague (esp. For an abstract, which, ironically, should be more concrete ;])
topic gamer
identity
race
gender
cultural projection, embodiment
url http://press-start.gla.ac.uk/index.php/press-start/article/view/50
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