Abstract

This article examines how women construct their gameplay identities in relation to the hegemonic “gamer” discourse. The article is based on semi-structured in-depth interviews with women who occupy central roles in the Finnish gaming industry. We deploy Judith Butler’s theorization of performative identity construction to examine how the women negotiate their identity in relation to the hegemonic gamer discourse, focusing on how they both embrace and resist the hegemonic, masculine constructions of gameplay. The study shows the dynamics surrounding the gamer identity. While women submit to the hegemonic gamer discourse, reproducing the masculine gamer notions to gain recognition as a viable member of the gameplay community, the study also identifies how subversive opportunities arise as the women deploy new, alternative versions of gamer identity. The hegemonic discourse is subverted through the identity position of tech-savvy, which departs from the masculine connotations.

Highlights

  • Newzoo’s (2019) analysis from 30 markets suggests that 46% of game enthusiasts worldwide are female

  • Our study highlights that the gendered and hierarchical hardcore gamer– casual gamer distinction of the hegemonic gaming discourse has a powerful place in the ways women construct their identities in gaming

  • The study indicates that resistance to the gender order of gaming is difficult, and it entails subversive repetition (Butler, 1993) of the discourse; to become subjected, the recognition of a masculine gamer must precede

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Summary

Introduction

Newzoo’s (2019) analysis from 30 markets suggests that 46% of game enthusiasts worldwide are female. Male gamers are usually assumed to engage with nerd masculinities by expressing specialized knowledge (DiSalvo, 2016) and reporting personal passion and even obsession with games and computers (from assembling to learning the technical details and making purchase decisions; Johnson, 2018) While this type of nerd identity can be ascribed as a negative gamer trait associated with excessive playing and social ineptitude (e.g., Shaw, 2011; Stone, 2019; Thornham, 2008), it comprises positive attributes such as perseverance, competition, and intelligence (Stone, 2019). Chess (2017) suggests that with the emergence of Player Two, “Player One no longer gets to define what games and gaming culture look like” (p.26), suggesting that the subversion of the gendered gamer discourse can be done from a marginalized and devalued position

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