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The Entrepreneurial Gamer

Regendering the Order of Play

Bibliographic Data

ID2409684
AuthorsJennifer Jenson (0000-0002-9018-1911, York University, corresponding author), Suzanne De Castell (0000-0001-6504-1100, Ontario Tech University)
Year2018
Volume13
Issue7
Pages728-746
Publication date2018-11-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueGames and Culture (JOURNAL)
Journal identifiersISSN: 1555-4120 • E-ISSN: 1555-4139
PublisherSAGE Publications Inc (PUBLISHER)
DOI10.1177/1555412018755913
PMID30369840
OpenAlexW2791597651
LanguageEN
Citations received22
References cited36

The designation "gamer" is structurally bound to networked economies of digital play that are rewarded fiscally, socially, and publically, an order of play that is proving difficult to overturn. That girls and women have enjoyed at best marginal positions within video game cultures is by now well recognized, yet at the very same time is too easily dismissed in light of persuasively documented increases in the numbers of women who play. This article traces a large-scale transformation of ludic engagement from participation to spectatorship that parallels the professionalizing and commodifying of traditionally embodied sports, games, and play to demonstrate how new and emerging economies of gameplay, far from opening up the playing field, threaten a further entrenchment of gendered relations

Aesthetics · Art · Business · Economics · Embodied cognition · Epistemology · Field (mathematics · Game studies · Media studies · Multimedia · Order (exchange · Parallels · Sociology · Video game · Computer Science · Digital Games and Media · Gender, Feminism, and Media · Impact of Technology on Adolescents

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Unique citing works22
Citations per year2,75
Citation span2018 - 2026 (9)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 22

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