Abstract

There has long been concern about the potential negative uses and effects of digital games. While these discussions have historically focused on the role of game content, it is the social environment of games that poses a more immediate concern. Specifically, the normalization of hateful behavior in gamer cultures. While “gamer cultures” originally developed as an identity to unite a group of so-called misfits who spent their time in shared physical, gaming spaces, today gamer cultures have come to be more associated with exclusion more than inclusion. In this piece we explore game cultures through the lens of identity fusion to explore the nature and influence of these identities.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.