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Stephanie Harkin

Biographic Data

ID156566
NAMEStephanie Harkin
GIVEN NAMESStephanie
FAMILY NAMEHarkin
SIGNATUREHARKIN S
AFFILIATIONSSwinburne University of Technology
ORCID0000-0002-4781-4891
VERIFIEDYes
TOTAL WORKS6
TOTAL CITATIONS1
WORKS AS AUTHOR6
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2020
LATEST PUBLICATION YEAR2026
H-INDEX1
  • Unmasking the Fangirl in Superhero Videogames

    Open Access•Stephanie Harkin, Liam Burke•ARTICLE•The Journal of Popular Culture•2026

    Superhero fandom has traditionally had a “boys' club” reputation. However, since the 2010s, grassroots initiatives such as cosplay, fan art, and social media activism have challenged these boundaries, resulting in a wider definition of comic book fandom and better representation of teen girls in comic books and their transmedia extensions. The videogame adaptations Marvel's Avengers (2020) and DC Super Hero Girls: Teen Power (2021) represented a …

  • Brilliant Digital

    Open Access•Helen Stuckey, Stephanie Harkin•ARTICLE•Internet Histories•2025•Cited by: 1

  • Esports under sports mega-event conventions

    Open Access•E Witkowski, Stephanie Harkin•ARTICLE•Culture Sport Society•2025•References: 21

    This case study explores the complexities involved when esports are produced under major sports event frameworks alongside of national esports associational stewardship.The qualitative study observes the inaugural entrance of esports at the 2022 Commonwealth Games from the standpoint of Oceanic region representatives as they manoeuvre from community to elite level tournaments, through developmental channels, and across various forms of esports go…

  • Gendered engines

    Open Access•Stephanie Harkin•ARTICLE•Feminist Media Studies•2025•References: 25

    In a landscape where videogame development has long been dominated by a patriarchal tech culture, gendered engines create spaces for girls’ participation. In this paper I explore two gamemaking toolkits that are attached to existing—and highly gendered—interactive fiction applications, Episode and Dorian. The engines belong to a broader history of initiatives hailing girls to pursue STEM fields, yet they more-so draw on girls’ hobbyist coding pra…

  • Doing the Fairy Tale Quest

    Stephanie Harkin•ARTICLE•Girlhood Studies•2022

    Despite the encouragement of women’s and girls’ curiosity in matriarchal and oral fairy tale traditions, their patriarchal print production in Western Europe reframed this trait as undesirable. Fairy tale print productions also troubled the tales’ transformative and communal form in establishing versions that would receive ongoing duplication by attaching prominent authorial figures. In this article, I investigate the teen girl detective game as …

  • The Only Thing You've Managed to Break So Far Is My Heart

    Open Access•Stephanie Harkin•ARTICLE•Games and Culture•2020•References: 8

    This article interrogates Portal's monstrous antagonist GLaDOS through a psychoanalytical lens, granting specific attention to her maternal coding. The process of presenting maternal authority as monstrous and in need of containment is a patriarchal practice that reinforces the mother gamer's unwelcome presence within video game culture, outlined through a brief examination of various representational trends regarding the maternal figure in games…

  • Brilliant Digital

    Open Access•Helen Stuckey, Stephanie Harkin•ARTICLE•Internet Histories•2025•Cited by: 1

  • The Only Thing You've Managed to Break So Far Is My Heart

    Open Access•Stephanie Harkin•ARTICLE•Games and Culture•2020•References: 8

    This article interrogates Portal's monstrous antagonist GLaDOS through a psychoanalytical lens, granting specific attention to her maternal coding. The process of presenting maternal authority as monstrous and in need of containment is a patriarchal practice that reinforces the mother gamer's unwelcome presence within video game culture, outlined through a brief examination of various representational trends regarding the maternal figure in games…

  • Doing the Fairy Tale Quest

    Stephanie Harkin•ARTICLE•Girlhood Studies•2022

    Despite the encouragement of women’s and girls’ curiosity in matriarchal and oral fairy tale traditions, their patriarchal print production in Western Europe reframed this trait as undesirable. Fairy tale print productions also troubled the tales’ transformative and communal form in establishing versions that would receive ongoing duplication by attaching prominent authorial figures. In this article, I investigate the teen girl detective game as …

  • Brilliant Digital

    Open Access•Helen Stuckey, Stephanie Harkin•ARTICLE•Internet Histories•2025•Cited by: 1

  • Esports under sports mega-event conventions

    Open Access•E Witkowski, Stephanie Harkin•ARTICLE•Culture Sport Society•2025•References: 21

    This case study explores the complexities involved when esports are produced under major sports event frameworks alongside of national esports associational stewardship.The qualitative study observes the inaugural entrance of esports at the 2022 Commonwealth Games from the standpoint of Oceanic region representatives as they manoeuvre from community to elite level tournaments, through developmental channels, and across various forms of esports go…

  • Gendered engines

    Open Access•Stephanie Harkin•ARTICLE•Feminist Media Studies•2025•References: 25

    In a landscape where videogame development has long been dominated by a patriarchal tech culture, gendered engines create spaces for girls’ participation. In this paper I explore two gamemaking toolkits that are attached to existing—and highly gendered—interactive fiction applications, Episode and Dorian. The engines belong to a broader history of initiatives hailing girls to pursue STEM fields, yet they more-so draw on girls’ hobbyist coding pra…

  • Unmasking the Fangirl in Superhero Videogames

    Open Access•Stephanie Harkin, Liam Burke•ARTICLE•The Journal of Popular Culture•2026

    Superhero fandom has traditionally had a “boys' club” reputation. However, since the 2010s, grassroots initiatives such as cosplay, fan art, and social media activism have challenged these boundaries, resulting in a wider definition of comic book fandom and better representation of teen girls in comic books and their transmedia extensions. The videogame adaptations Marvel's Avengers (2020) and DC Super Hero Girls: Teen Power (2021) represented a …

Digital Games and Media (6 works) · Art (3 works) · Psychology (3 works) · Sociology (3 works) · Themes in Literature Analysis (3 works) · Aesthetics (2 works) · Cinema and Media Studies (2 works) · Girl (2 works) · Law (2 works) · Political science (2 works)

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