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

Detalles Bibliográficos
Autores: Vilasís-Pamos, Júlia, Pires de Sá, Fernanda
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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spelling 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
dc.date.none.fl_str_mv 2021
2022
dc.type.none.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/acceptedVersion
format article
status_str acceptedVersion
dc.identifier.none.fl_str_mv http://hdl.handle.net/10230/53423
http://doi.org/10.1080/1369118X.2021.1883705
url http://hdl.handle.net/10230/53423
http://doi.org/10.1080/1369118X.2021.1883705
dc.language.none.fl_str_mv Inglés
language_invalid_str_mv Inglés
dc.relation.none.fl_str_mv Information, Communication & Society. 2021.
dc.rights.none.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
application/pdf
dc.publisher.none.fl_str_mv Taylor & Francis
publisher.none.fl_str_mv Taylor & Francis
dc.source.none.fl_str_mv reponame:Repositorio Digital de la UPF
instname:Universitat Pompeu Fabra
instname_str Universitat Pompeu Fabra
reponame_str Repositorio Digital de la UPF
collection Repositorio Digital de la UPF
repository.name.fl_str_mv
repository.mail.fl_str_mv
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