How do teens define what it means to be a gamer? Mapping teens’ video game practices and cultural imaginaries from a gender and sociocultural perspective
Data de publicació electrònica: 21 de febrer de 2021
| Autores: | , |
|---|---|
| Tipo de recurso: | artículo |
| Estado: | Versión aceptada para publicación |
| Fecha de publicación: | 2021 |
| País: | España |
| Institución: | Universitat Pompeu Fabra |
| Repositorio: | Repositorio Digital de la UPF |
| OAI Identifier: | oai:repositori.upf.edu:10230/53423 |
| Acceso en línea: | http://hdl.handle.net/10230/53423 http://doi.org/10.1080/1369118X.2021.1883705 |
| Access Level: | acceso abierto |
| Palabra clave: | Gamer gender gaming culture teens video game practices |
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How do teens define what it means to be a gamer? Mapping teens’ video game practices and cultural imaginaries from a gender and sociocultural perspectiveVilasís-Pamos, JúliaPires de Sá, FernandaGamergendergaming cultureteensvideo game practicesData de publicació electrònica: 21 de febrer de 2021This study analyses how gender and socioeconomic characteristics permeate teens’ discourses when they define what it means to be a gamer. Video games have become a reference framework for teenagers, in which gaming practices may be important parts of their identity and social context. In addition, many teens see gaming as a professional possibility. This study provides five new gamer categories based on data from four focus groups carried out in Spain with teens from 12 to 16 years old. The ‘escapist-gamer’ and the ‘ashamed-gamer’ categories are based on teens’ gaming practices, and the ‘celebrity-platform-gamer’, the ‘professional-gamer’ and the ‘poser-gamer’ are based on the adolescents’ cultural imaginaries and aspirations. These categories demonstrate that certain male game practices are explicit, while female game practices are silenced. Moreover, sociodemographic characteristics complexify inequalities further, resulting in a struggle against normative models of femininity and masculinity, and determining teens’ aspirations and conceptions of the video game world. Thus, the gamer categories exemplify how video games are currently playing a pivotal role in forging unequal gender and social identities. And, at the same time, these categories show how teens struggle against heteronormative values associated with the game industry.Taylor & Francis20222021info:eu-repo/semantics/articleinfo:eu-repo/semantics/acceptedVersionapplication/pdfapplication/pdfhttp://hdl.handle.net/10230/53423http://doi.org/10.1080/1369118X.2021.1883705reponame:Repositorio Digital de la UPFinstname:Universitat Pompeu FabraInglésInformation, Communication & Society. 2021.© This is an Accepted Manuscript of an article published by Taylor & Francis in Information, Communication & Society on 21 febraury 2021, available online: http://www.tandfonline.com/10.1080/1369118X.2021.1883705info:eu-repo/semantics/openAccessoai:repositori.upf.edu:10230/534232026-06-12T07:21:37Z |
| dc.title.none.fl_str_mv |
How do teens define what it means to be a gamer? Mapping teens’ video game practices and cultural imaginaries from a gender and sociocultural perspective |
| title |
How do teens define what it means to be a gamer? Mapping teens’ video game practices and cultural imaginaries from a gender and sociocultural perspective |
| spellingShingle |
How do teens define what it means to be a gamer? Mapping teens’ video game practices and cultural imaginaries from a gender and sociocultural perspective Vilasís-Pamos, Júlia Gamer gender gaming culture teens video game practices |
| title_short |
How do teens define what it means to be a gamer? Mapping teens’ video game practices and cultural imaginaries from a gender and sociocultural perspective |
| title_full |
How do teens define what it means to be a gamer? Mapping teens’ video game practices and cultural imaginaries from a gender and sociocultural perspective |
| title_fullStr |
How do teens define what it means to be a gamer? Mapping teens’ video game practices and cultural imaginaries from a gender and sociocultural perspective |
| title_full_unstemmed |
How do teens define what it means to be a gamer? Mapping teens’ video game practices and cultural imaginaries from a gender and sociocultural perspective |
| title_sort |
How do teens define what it means to be a gamer? Mapping teens’ video game practices and cultural imaginaries from a gender and sociocultural perspective |
| dc.creator.none.fl_str_mv |
Vilasís-Pamos, Júlia Pires de Sá, Fernanda |
| author |
Vilasís-Pamos, Júlia |
| author_facet |
Vilasís-Pamos, Júlia Pires de Sá, Fernanda |
| author_role |
author |
| author2 |
Pires de Sá, Fernanda |
| author2_role |
author |
| dc.subject.none.fl_str_mv |
Gamer gender gaming culture teens video game practices |
| topic |
Gamer gender gaming culture teens video game practices |
| description |
Data de publicació electrònica: 21 de febrer de 2021 |
| publishDate |
2021 |
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2021 2022 |
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info:eu-repo/semantics/article info:eu-repo/semantics/acceptedVersion |
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article |
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acceptedVersion |
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http://hdl.handle.net/10230/53423 http://doi.org/10.1080/1369118X.2021.1883705 |
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http://hdl.handle.net/10230/53423 http://doi.org/10.1080/1369118X.2021.1883705 |
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Inglés |
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Inglés |
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Information, Communication & Society. 2021. |
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info:eu-repo/semantics/openAccess |
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openAccess |
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application/pdf application/pdf |
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Taylor & Francis |
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Taylor & Francis |
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reponame:Repositorio Digital de la UPF instname:Universitat Pompeu Fabra |
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Universitat Pompeu Fabra |
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Repositorio Digital de la UPF |
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