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Video Games and Gender Assemblages
Hardback

Video Games and Gender Assemblages

$206.99
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In this book, Sian Tomkinson examines why, despite around half of gamers being female, highly-gendered stereotypical assumptions pervade the video game industry and communities of play, leading to toxic attitudes and events such as Gamergate and beyond. Tomkinson utilizes a Deleuzoguattarian lens through critique of categories to encourage a shift away from the binary oppositions that often lie at the root of this tension. Through the use of concepts including the assemblage, faciality, and the refrain, the book argues that the increased diversity of games, producers, and players have challenged traditional gamer identities. Gamers faced with this challenge, Tomkinson posits, can either embrace new experiences and affects - deterritorialising this identity - or become destructively reactionary by reterritorializing and refusing to meaningfully engage with difference. Ultimately, this book demonstrates how video game cultures and communities have a unique assemblage of influences while also functioning as a microcosm of broader social, cultural, and political tensions. Scholars of media studies, video game studies, women's and gender studies, philosophy, and sociology will find this book of particular interest.

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MORE INFO
Format
Hardback
Publisher
Lexington Books
Country
United States
Date
15 February 2025
Pages
264
ISBN
9781666945898

In this book, Sian Tomkinson examines why, despite around half of gamers being female, highly-gendered stereotypical assumptions pervade the video game industry and communities of play, leading to toxic attitudes and events such as Gamergate and beyond. Tomkinson utilizes a Deleuzoguattarian lens through critique of categories to encourage a shift away from the binary oppositions that often lie at the root of this tension. Through the use of concepts including the assemblage, faciality, and the refrain, the book argues that the increased diversity of games, producers, and players have challenged traditional gamer identities. Gamers faced with this challenge, Tomkinson posits, can either embrace new experiences and affects - deterritorialising this identity - or become destructively reactionary by reterritorializing and refusing to meaningfully engage with difference. Ultimately, this book demonstrates how video game cultures and communities have a unique assemblage of influences while also functioning as a microcosm of broader social, cultural, and political tensions. Scholars of media studies, video game studies, women's and gender studies, philosophy, and sociology will find this book of particular interest.

Read More
Format
Hardback
Publisher
Lexington Books
Country
United States
Date
15 February 2025
Pages
264
ISBN
9781666945898