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The erasure of female representation in geek spaces as an element for the construction of Geek identity

The case of Warhammer 40.000

Bibliographic Data

ID12928245
AuthorsAlejandro Muñoz-Guerado (0000-0002-1105-1423, Universidad Complutense de Madrid, corresponding author), Laura Triviño Cabrera (0000-0001-8597-4952, Universidad de Málaga)
Year2018
Volume10
Issue2
Pages193-211
Publication date2018-10-01
Open AccessNo
TypeARTICLE
VenueCatalan Journal of Communication & Cultural Studies (JOURNAL)
Journal identifiersISSN: 1757-1898 • E-ISSN: 1757-1901
PublisherIntellect (PUBLISHER • GB)
DOI10.1386/cjcs.10.2.193_1
OpenAlexW2900051781
LanguageEN
Citations received4

In the following article we aim to depict the complex threefold relationship between the phenomenon of the second digital divide that plagues women inside entertainment spaces, the theoretical framework of post-sexism and the construction of Geek identity as a besieged, discriminated space. Our purpose is to highlight how the construction of Geek identity was based on both the exclusion of women from geek spaces and the creation of a melodramatical narrative surrounding such spaces. We do so through the analysis of gender representation within the popular Warhammer 40.000 game. Results show a perfect example of a women-excluding setting, packed with gender representation problems that is trying, as of late, to distance itself from such baggage, taking steps to redefine what it means to be a Warhammer 40.000 fan

Aesthetics · Art · Geek · Identity (music · Linguistics · Media studies · Narrative · Political science · Politics · Representation (politics · Sociology · Cinema and Media Studies · Digital Games and Media · Gender Studies · Law · Media, Gender, and Advertising · Philosophy

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Citations per year1
Citation span2022 - 2026 (5)
Highly citedNo

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