The Entrepreneurial Gamer
Regendering the Order of Play
Bibliographic Data
| ID | 2409684 |
|---|---|
| Authors | Jennifer Jenson (0000-0002-9018-1911, York University, corresponding author), Suzanne De Castell (0000-0001-6504-1100, Ontario Tech University) |
| Year | 2018 |
| Volume | 13 |
| Issue | 7 |
| Pages | 728-746 |
| Publication date | 2018-11-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Games and Culture (JOURNAL) |
| Journal identifiers | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/1555412018755913 |
| PMID | 30369840 |
| OpenAlex | W2791597651 |
| Language | EN |
| Citations received | 22 |
| References cited | 36 |
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
Esports and the Media
The silence from the periphery
The gender divide in digital competence
Video gaming and digital competence among elementary school students
Game Production Studies
Game Production Studies
Becoming a Gamer
Gender in eSports research
Sentimental Avatars
Addressing Toxicity and Extremism in Games
Exploring game grammars
Damsel in this Dress
Precarious love of eSports players in China
Relationship Benefits of Gaming Together
Between Employment and Nonemployment
Landscapes of tension, tribalism and toxicity
Edutainment 2.0 or eduwashing? The production of educational legitimacy for children’s apps
Mapping Game Biopolitics
Introduction to Special Issue Ludic Economies
Digital bonds
Media (re)presentation of a black woman esports player
More Gamer, Less Girl
The Labour of User Co-Creators
Reflections On Feminism, Immaterial Labour And The Post-Fordist Regime
How to Do Things with Videogames
Race, Gender, and Deviance in Xbox Live
A Conspiracy of Fishes, or, How We Learned to Stop Worrying About #GamerGate and Embrace Hegemonic Masculinity
Media and Cultural Studies
Raising the Stakes
Korea's Online Gaming Empire
The Intersecting Roles of Consumer and Producer
Give us bread, but give us roses’
Beyond solitary play in computer games
Production, Consumption, Prosumption
Gendering The Labor Of Social Media Production
Everyone Can Make Games!”
Girls@Play
The socio-technical architecture of digital labor
Collaboration, participation and the media
Do you identify as a gamer? Gender, race, sexuality, and gamer identity
Co-creative labour
The romance of work
Emerging Sources of Labor on the Internet
"The Relevance of "Women's Work
The Games We Play Online and Offline
Free Labor
It's About Ethics in Games Journalism? Gamergaters and Geek Masculinity
Alienated Playbour
On the Digital Playing Field
Hegemonic Masculinity
Academics, Cultural Workers and Critical Labour Studies
| Unique citing works | 22 |
|---|---|
| Citations per year | 2,75 |
| Citation span | 2018 - 2026 (9) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 22 |