Amanda C Cote
Biographic Data
| ID | 660187 |
|---|---|
| NAME | Amanda C Cote |
| GIVEN NAMES | Amanda C |
| FAMILY NAME | Cote |
| SIGNATURE | COTE A C |
| AFFILIATIONS | University of Oregon |
| ORCID | 0000-0001-7553-6641 |
| VERIFIED | Yes |
| TOTAL WORKS | 20 |
| TOTAL CITATIONS | 35 |
| AUTHOR COUNT | 20 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2017 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 4 |
Two Percent at the Picket Line: Media Coverage of U.S. Union Fights for Streaming Residuals
In late 2023, the Writers Guild of America (WGA) and the Screen Actors Guild-American Federation of Television and Radio Artists (SAG-AFTRA) simultaneously struck against the Alliance of Motion Picture and Television Producers (AMPTP), the first dual strike since the 1960s. While several factors drove these strikes, this study focuses on residuals, particularly for streaming services. Streaming platforms like Netflix undermine traditional revenue…
Routledge Handbook of Esports
The esports industry has experienced remarkable growth in recent years, evolving into a multi-billion-dollar sector with a global audience. This rapid expansion requires effective public relations (PR), communications, and crisis management strategies to navigate challenges and opportunities. This chapter overviews esports PR and effective communication within the esports industry. A review of esports PR and relevant stakeholders is presented, wh…
Esports buffs: The perceived role of fans and fandoms in U.S. collegiate programs
Introduction Collegiate esports—organized competitive gaming—has expanded rapidly in the United States, drawing in student players, broadcasters, and support staff, as well as university employees. Universities have invested financially in esports, hoping to capitalize on gaming fandom to attract prospective students and enhance campus community integration. Little research, however, addresses collegiate esports fandom in depth. Methods Drawing o…
In/visible hurdles: US collegiate esports participants’ perceived barriers to play and involvement
Gaming and esports communities possess cultural barriers that exclude potential participants, limiting their access to social, cultural, and economic opportunities. In the United States, for instance, varsity esports players are increasingly supported by scholarships and tournament prizes, but persistent challenges make these benefits accessible to only a limited portion of the student body. Using a grounded theory analysis of 31 in-depth intervi…
Inevitable or Exploitative? A Case Study of Consumers’ Divergent Attitudes towards Video Game Crunch
As with many media industries, poor labor practices such as crunch—excessive, often unpaid overtime—are common within video game production. Researchers have addressed how industry structures normalize crunch, but game consumers’ integration in this process is less understood. This case study of comments (n = 1,080) on articles about crunch develops an overall perspective on consumer attitudes by coding whether comments support or critique crunch…
Who Gets to Be in The Guild: Race, Gender and Intersecting Stereotypes in Gaming Cultures
While media studies have frequently assessed the importance of representation, research in this area has often been siloed by institutional and methodological norms that define academics as “gender”, “race”, or “class” scholars, rather than inclusive scholars of all these and more. This paper thus responds to recent calls for more intersectional work by simultaneously addressing the overlapping representations of race, gender, and gamer identity,…
Philanthropic, prosocial players: How game-related charity events motivate unlikely donors
Although we have long known that many different types of individuals play video games, the stereotypical “gamer” is often portrayed as a young male. Furthermore, research into questions such as violence and aggression, addiction or problematic play, and toxic gaming communities tends to frame gamers and gaming as anti-social. From a philanthropic perspective, then, gamers appear to be unlikely candidates for charitable giving. Following attendanc…
The Covid Season: U.S. Collegiate Esports Programs’ Material Challenges and Opportunities During the 2020–21 Pandemic
During the COVID-19 pandemic, universities were among the first institutions to shift to an online model. As they did so, nascent collegiate esports program lost access to campus spaces and in-person connections, potentially destabilizing this rising industry. Conversely, universities also worked to provide students remote access to resources, and many components of esports already occur online. Therefore, collegiate esports may have adjusted to …
The Pros and Perils of Interdependence: Feminist Organizing in Online Game Forums
Within video game culture, where the medium's association with masculinity remains strong, it can be difficult for female players to connect with one another or to find safe spaces for play. Without support systems, many drop out of gaming over time. This indicates a need to build greater interdependencies between affected players, to provide interpersonal support and develop collective responses to gaming’s inequalities. Research in other areas …
Recasting Collegiate Esports: Independence and Interdependence of University Twitch Streamers
Few online communities exhibit the tensions between independence and interdependence better than collegiate esports. Twitch, the primary platform for live streaming esports, is central in such strife. The platform is a vital tool for colleges and athletes to forward brand, community, and entrepreneurship, while simultaneously its unbridled use indicates the need for administration and institutional interventions by universities. As such the propo…
‘Weekends became something other people did’: Understanding and intervening in the habitus of video game crunch
‘Crunch’ – a period of unpaid overtime meant to speed up lagging projects – is a common labor practice in the video game industry and persists despite many costs to developers. To understand why, we conducted a critical discourse analysis of Game Developer magazine (2000–2010) to explore how industry members perceive and discuss gamework (1) in a publication for developers, by developers and (2) during the first decade in which serious conversati…
The cruel optimism of “good crunch”: How game industry discourses perpetuate unsustainable labor practices
The video game industry’s labor practices have become an increasingly common topic of discussion throughout game studies and the gaming community, especially when it comes to “crunch” or periods of intense, extended overtime. Despite this attention, crunch persists, and the industry’s tendency to distinguish externally mandated or excessive crunch from self-directed or scheduled crunch continues to be problematic. This article considers the disti…
The interplay of parenting style and family rules about video games on subsequent fighting behavior
Due to ongoing concerns about adolescent interpersonal aggression and debates surrounding violent media, this study assesses the potential impacts of parental mediation and parenting style on mature video game play and fighting behaviors using a longitudinal, random‐digit‐dial survey of adolescents ( N = 2722). By simultaneously considering fighting, M‐rated video game play, parental restrictions on media use, parenting style, and important covar…
Gameography
Casual Resistance: A Longitudinal Case Study of Video Gaming’s Gendered Construction and Related Audience Perceptions
Many media are associated with masculinity or femininity and male or female audiences, which links them to broader power structures around gender. Media scholars thus must understand how gendered constructions develop and change, and what they mean for audiences. This article addresses these questions through longitudinal, in-depth interviews with female video gamers (2012–2018), conducted as the rise of casual video games potentially started red…
Gaming Sexism: Gender and Identity in the Era of Casual Video Games
In 2012, video gaming culture saw an interesting, paradoxical divergence. On one hand, game journalists and trade organizations testified that gaming had significantly diversified from its masculine roots, with women comprising nearly half of all gamers. On the other hand, gaming spaces witnessed increasing, public incidents of sexism and misogyny. Gaming Sexism analyzes the video game industry and its players to explain the roots of these contra…
Ready player two: Women gamers and designed identity
Video games have long targeted a young, predominantly white, cisgender, male audience, as many scholars have noted (e.g., Carly A. Kocurek 2015). Recently, however, this has changed, as social, mob
"Writing "Gamers: The Gendered Construction of Gamer Identity in Nintendo Power (1994-1999)
In the mid-1990s, a small group of video game designers attempted to lessen gaming's gender gap by creating software targeting girls. By 1999, however, these attempts collapsed, and video games remained a masculinized technology. To help understand why this movement failed, this article addresses the unexplored role of consumer press in defining "gamers" as male. A detailed content analysis of Nintendo Power issues published from 1994 to 1999 sho…
Gamers, gender, and cruel optimism: The limits of social identity constructs in The Guild
Video game culture has a long, ongoing history of problems with representation and inclusivity, as a wide variety of forces have constructed video games and gaming as masculine. Against this background, the popular gamer-oriented web series The Guild (2007–2013) appears to offer a unique counterperspective, presenting a gender-diverse cast and focusing primarily on female protagonist Cyd “Codex” Sherman. As such, the show could potentially divers…
I Can Defend Myself: Women’s Strategies for Coping With Harassment While Gaming Online
Although video game audiences have greatly diversified over recent years, players who are not the stereotypical straight, White, male "gamer" are still frequently viewed as outsiders to online gaming and face harassment because of this status. However, many choose to play games despite this and have developed specific coping strategies they employ to avoid or respond to harassment. Using grounded theory and in-depth interviews with female gamers,…
I Can Defend Myself: Women’s Strategies for Coping With Harassment While Gaming Online
Although video game audiences have greatly diversified over recent years, players who are not the stereotypical straight, White, male "gamer" are still frequently viewed as outsiders to online gaming and face harassment because of this status. However, many choose to play games despite this and have developed specific coping strategies they employ to avoid or respond to harassment. Using grounded theory and in-depth interviews with female gamers,…
In/visible hurdles: US collegiate esports participants’ perceived barriers to play and involvement
Gaming and esports communities possess cultural barriers that exclude potential participants, limiting their access to social, cultural, and economic opportunities. In the United States, for instance, varsity esports players are increasingly supported by scholarships and tournament prizes, but persistent challenges make these benefits accessible to only a limited portion of the student body. Using a grounded theory analysis of 31 in-depth intervi…
"Writing "Gamers: The Gendered Construction of Gamer Identity in Nintendo Power (1994-1999)
In the mid-1990s, a small group of video game designers attempted to lessen gaming's gender gap by creating software targeting girls. By 1999, however, these attempts collapsed, and video games remained a masculinized technology. To help understand why this movement failed, this article addresses the unexplored role of consumer press in defining "gamers" as male. A detailed content analysis of Nintendo Power issues published from 1994 to 1999 sho…
The cruel optimism of “good crunch”: How game industry discourses perpetuate unsustainable labor practices
The video game industry’s labor practices have become an increasingly common topic of discussion throughout game studies and the gaming community, especially when it comes to “crunch” or periods of intense, extended overtime. Despite this attention, crunch persists, and the industry’s tendency to distinguish externally mandated or excessive crunch from self-directed or scheduled crunch continues to be problematic. This article considers the disti…
The Covid Season: U.S. Collegiate Esports Programs’ Material Challenges and Opportunities During the 2020–21 Pandemic
During the COVID-19 pandemic, universities were among the first institutions to shift to an online model. As they did so, nascent collegiate esports program lost access to campus spaces and in-person connections, potentially destabilizing this rising industry. Conversely, universities also worked to provide students remote access to resources, and many components of esports already occur online. Therefore, collegiate esports may have adjusted to …
Ready player two: Women gamers and designed identity
Video games have long targeted a young, predominantly white, cisgender, male audience, as many scholars have noted (e.g., Carly A. Kocurek 2015). Recently, however, this has changed, as social, mob
Gamers, gender, and cruel optimism: The limits of social identity constructs in The Guild
Video game culture has a long, ongoing history of problems with representation and inclusivity, as a wide variety of forces have constructed video games and gaming as masculine. Against this background, the popular gamer-oriented web series The Guild (2007–2013) appears to offer a unique counterperspective, presenting a gender-diverse cast and focusing primarily on female protagonist Cyd “Codex” Sherman. As such, the show could potentially divers…
I Can Defend Myself: Women’s Strategies for Coping With Harassment While Gaming Online
Although video game audiences have greatly diversified over recent years, players who are not the stereotypical straight, White, male "gamer" are still frequently viewed as outsiders to online gaming and face harassment because of this status. However, many choose to play games despite this and have developed specific coping strategies they employ to avoid or respond to harassment. Using grounded theory and in-depth interviews with female gamers,…
Ready player two: Women gamers and designed identity
Video games have long targeted a young, predominantly white, cisgender, male audience, as many scholars have noted (e.g., Carly A. Kocurek 2015). Recently, however, this has changed, as social, mob
"Writing "Gamers: The Gendered Construction of Gamer Identity in Nintendo Power (1994-1999)
In the mid-1990s, a small group of video game designers attempted to lessen gaming's gender gap by creating software targeting girls. By 1999, however, these attempts collapsed, and video games remained a masculinized technology. To help understand why this movement failed, this article addresses the unexplored role of consumer press in defining "gamers" as male. A detailed content analysis of Nintendo Power issues published from 1994 to 1999 sho…
Gameography
Casual Resistance: A Longitudinal Case Study of Video Gaming’s Gendered Construction and Related Audience Perceptions
Many media are associated with masculinity or femininity and male or female audiences, which links them to broader power structures around gender. Media scholars thus must understand how gendered constructions develop and change, and what they mean for audiences. This article addresses these questions through longitudinal, in-depth interviews with female video gamers (2012–2018), conducted as the rise of casual video games potentially started red…
Gaming Sexism: Gender and Identity in the Era of Casual Video Games
In 2012, video gaming culture saw an interesting, paradoxical divergence. On one hand, game journalists and trade organizations testified that gaming had significantly diversified from its masculine roots, with women comprising nearly half of all gamers. On the other hand, gaming spaces witnessed increasing, public incidents of sexism and misogyny. Gaming Sexism analyzes the video game industry and its players to explain the roots of these contra…
The Pros and Perils of Interdependence: Feminist Organizing in Online Game Forums
Within video game culture, where the medium's association with masculinity remains strong, it can be difficult for female players to connect with one another or to find safe spaces for play. Without support systems, many drop out of gaming over time. This indicates a need to build greater interdependencies between affected players, to provide interpersonal support and develop collective responses to gaming’s inequalities. Research in other areas …
Recasting Collegiate Esports: Independence and Interdependence of University Twitch Streamers
Few online communities exhibit the tensions between independence and interdependence better than collegiate esports. Twitch, the primary platform for live streaming esports, is central in such strife. The platform is a vital tool for colleges and athletes to forward brand, community, and entrepreneurship, while simultaneously its unbridled use indicates the need for administration and institutional interventions by universities. As such the propo…
‘Weekends became something other people did’: Understanding and intervening in the habitus of video game crunch
‘Crunch’ – a period of unpaid overtime meant to speed up lagging projects – is a common labor practice in the video game industry and persists despite many costs to developers. To understand why, we conducted a critical discourse analysis of Game Developer magazine (2000–2010) to explore how industry members perceive and discuss gamework (1) in a publication for developers, by developers and (2) during the first decade in which serious conversati…
The cruel optimism of “good crunch”: How game industry discourses perpetuate unsustainable labor practices
The video game industry’s labor practices have become an increasingly common topic of discussion throughout game studies and the gaming community, especially when it comes to “crunch” or periods of intense, extended overtime. Despite this attention, crunch persists, and the industry’s tendency to distinguish externally mandated or excessive crunch from self-directed or scheduled crunch continues to be problematic. This article considers the disti…
The interplay of parenting style and family rules about video games on subsequent fighting behavior
Due to ongoing concerns about adolescent interpersonal aggression and debates surrounding violent media, this study assesses the potential impacts of parental mediation and parenting style on mature video game play and fighting behaviors using a longitudinal, random‐digit‐dial survey of adolescents ( N = 2722). By simultaneously considering fighting, M‐rated video game play, parental restrictions on media use, parenting style, and important covar…
Who Gets to Be in The Guild: Race, Gender and Intersecting Stereotypes in Gaming Cultures
While media studies have frequently assessed the importance of representation, research in this area has often been siloed by institutional and methodological norms that define academics as “gender”, “race”, or “class” scholars, rather than inclusive scholars of all these and more. This paper thus responds to recent calls for more intersectional work by simultaneously addressing the overlapping representations of race, gender, and gamer identity,…
Philanthropic, prosocial players: How game-related charity events motivate unlikely donors
Although we have long known that many different types of individuals play video games, the stereotypical “gamer” is often portrayed as a young male. Furthermore, research into questions such as violence and aggression, addiction or problematic play, and toxic gaming communities tends to frame gamers and gaming as anti-social. From a philanthropic perspective, then, gamers appear to be unlikely candidates for charitable giving. Following attendanc…
The Covid Season: U.S. Collegiate Esports Programs’ Material Challenges and Opportunities During the 2020–21 Pandemic
During the COVID-19 pandemic, universities were among the first institutions to shift to an online model. As they did so, nascent collegiate esports program lost access to campus spaces and in-person connections, potentially destabilizing this rising industry. Conversely, universities also worked to provide students remote access to resources, and many components of esports already occur online. Therefore, collegiate esports may have adjusted to …
Inevitable or Exploitative? A Case Study of Consumers’ Divergent Attitudes towards Video Game Crunch
As with many media industries, poor labor practices such as crunch—excessive, often unpaid overtime—are common within video game production. Researchers have addressed how industry structures normalize crunch, but game consumers’ integration in this process is less understood. This case study of comments (n = 1,080) on articles about crunch develops an overall perspective on consumer attitudes by coding whether comments support or critique crunch…
Routledge Handbook of Esports
The esports industry has experienced remarkable growth in recent years, evolving into a multi-billion-dollar sector with a global audience. This rapid expansion requires effective public relations (PR), communications, and crisis management strategies to navigate challenges and opportunities. This chapter overviews esports PR and effective communication within the esports industry. A review of esports PR and relevant stakeholders is presented, wh…
Esports buffs: The perceived role of fans and fandoms in U.S. collegiate programs
Introduction Collegiate esports—organized competitive gaming—has expanded rapidly in the United States, drawing in student players, broadcasters, and support staff, as well as university employees. Universities have invested financially in esports, hoping to capitalize on gaming fandom to attract prospective students and enhance campus community integration. Little research, however, addresses collegiate esports fandom in depth. Methods Drawing o…
In/visible hurdles: US collegiate esports participants’ perceived barriers to play and involvement
Gaming and esports communities possess cultural barriers that exclude potential participants, limiting their access to social, cultural, and economic opportunities. In the United States, for instance, varsity esports players are increasingly supported by scholarships and tournament prizes, but persistent challenges make these benefits accessible to only a limited portion of the student body. Using a grounded theory analysis of 31 in-depth intervi…
Two Percent at the Picket Line: Media Coverage of U.S. Union Fights for Streaming Residuals
In late 2023, the Writers Guild of America (WGA) and the Screen Actors Guild-American Federation of Television and Radio Artists (SAG-AFTRA) simultaneously struck against the Alliance of Motion Picture and Television Producers (AMPTP), the first dual strike since the 1960s. While several factors drove these strikes, this study focuses on residuals, particularly for streaming services. Streaming platforms like Netflix undermine traditional revenue…
Digital Games and Media (18 works) · Political science (12 works) · Psychology (12 works) · Sociology (12 works) · Computer Science (10 works) · Social Psychology (10 works) · Business (9 works) · Gender, Feminism, and Media (9 works) · Public relations (8 works) · Social Psychology (7 works)