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Beyond Sp34king L33t: How Net Gladiators Discursively Construct Gendered Identity
Unformatted Document Text:  Beyond Sp34king L33t: How ‘Net Gladiators Discursively Construct Gendered Identity Name and affiliation removed for blind review Student submission Introduction Drawing on Goffman, Shugart, de Klerk, Cameron, Kulick, and Edley & Wetherell, this critical discourse analysis examines how male and female players socio-discursively negotiate gendered identities and norms in action games. More than chatter, talk in the game involves the communicative sharing and policing of ideas, values and norms within a tortuous, mediated system of game mechanics, digital tradition and wider cultural constraints. Counter-Strike, played by millions worldwide, makes an excellent case study of gamer interaction. Transcription for this study was gathered digitally, and a number of different servers were analyzed for conversational sequences that clearly demonstrate more widespread trends in game communication. Game messages are filled with disembedded references to broader social practice and pop culture. Messages are synchronous, reciprocal, personal, spontaneous, informal, and linguistically transgressive, performing variety of purposes: from task accomplishment, to entertainment, persuasion, and identity work. This study focuses upon the ways in which female and male participants employ socio-discursive power and construct both sexual identity and inter-gender relations within the game. Cameron (1997) suggests, “Gender has constantly to be reaffirmed and publicly displayed by repeatedly performing particular acts in accordance with the cultural norms . . . which define ‘masculinity’ and ‘femininity’.” The near-constant labeling of others with sexualized pejoratives in Counter-Strike attests to that. Young males use expletives, “(depending on the context) to break norms, to shock, show disrespect for authority, or be witty or humorous . . . they are part of a shared linguistic code, reinforcing group membership, and indicative of shared knowledge and interests . . . they have become associated with power and masculinity in Western cultures,” (de Klerk, 1997). The extensive use of vulgar, misogynistic, homophobic language by male gamers, then, is a form of social in-grouping. It appeals to a shared, if problematic, sense of what it is to articulate maleness. When a female or ambiguously gendered player is present within the game the performativity of gender becomes increasingly complex. In the case of this study, one such player whom I will call “[_||Pointer||_|c>-,” forms the locus of frenzied discursive activity. This

Authors: Alix, Avery.
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Beyond Sp34king L33t: How ‘Net Gladiators Discursively Construct Gendered Identity
Name and affiliation removed for blind review
Student submission
Introduction
Drawing on Goffman, Shugart, de Klerk, Cameron, Kulick, and Edley & Wetherell, this
critical discourse analysis examines how male and female players socio-discursively negotiate
gendered identities and norms in action games. More than chatter, talk in the game involves the
communicative sharing and policing of ideas, values and norms within a tortuous, mediated
system of game mechanics, digital tradition and wider cultural constraints.
Counter-Strike, played by millions worldwide, makes an excellent case study of gamer
interaction. Transcription for this study was gathered digitally, and a number of different servers
were analyzed for conversational sequences that clearly demonstrate more widespread trends in
game communication.
Game messages are filled with disembedded references to broader social practice and pop
culture. Messages are synchronous, reciprocal, personal, spontaneous, informal, and
linguistically transgressive, performing variety of purposes: from task accomplishment, to
entertainment, persuasion, and identity work. This study focuses upon the ways in which female
and male participants employ socio-discursive power and construct both sexual identity and
inter-gender relations within the game.
Cameron (1997) suggests, “Gender has constantly to be reaffirmed and publicly
displayed by repeatedly performing particular acts in accordance with the cultural norms . . .
which define ‘masculinity’ and ‘femininity’.” The near-constant labeling of others with
sexualized pejoratives in Counter-Strike attests to that. Young males use expletives, “(depending
on the context) to break norms, to shock, show disrespect for authority, or be witty or humorous .
. . they are part of a shared linguistic code, reinforcing group membership, and indicative of
shared knowledge and interests . . . they have become associated with power and masculinity in
Western cultures,” (de Klerk, 1997). The extensive use of vulgar, misogynistic, homophobic
language by male gamers, then, is a form of social in-grouping. It appeals to a shared, if
problematic, sense of what it is to articulate maleness.
When a female or ambiguously gendered player is present within the game the
performativity of gender becomes increasingly complex. In the case of this study, one such
player whom I will call “[_||Pointer||_|c>-,” forms the locus of frenzied discursive activity. This


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