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Beyond Sp34king L33t: How ‘Net Gladiators Discursively Construct Gendered Identity |
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Abstract:
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Drawing on Goffman, Shugart, de Klerk, Cameron, Kulick, and Edley & Wetherell, this critical discourse analysis examines how players socio-discursively negotiate gendered identities and norms in video games. Game talk involves 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 analyzed for conversational sequences that demonstrate more widespread trends in game communication.
Game messages are filled with disembedded references to broader social practice and pop culture. Messages are 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 participants employ socio-discursive power and construct both sexual identity and inter-gender relations within the game.
Here, the Cartesian dualism imposed by games as media is felt. Masculinity is difficult to demonstrate physicality in games because one need not be macho to win. It is perhaps even more difficult to achieve femininity in a game that features all-male characters partaking in endless violent conflict.
It is through discursive interaction that gamers achieve gender and sexuality in digital play. It is in the display of the mental or social attributes that gender is articulated in cyberspaces where the physical body is abstracted and only the movement of the eyes and hands externally marks the difference between 733T and n00b. |
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dead (117), player (113), pointer (101), c (93), game (81), fordmustang (60), counter (53), strike (48), fer (48), slick (48), messag (46), use (45), counter-strik (45), one (40), social (38), convers (37), like (36), communic (34), play (32), may (31), discours (30), |
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Association:
Name: International Communication Association URL: http://www.icahdq.org
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Citation:
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MLA Citation:
| Alix, Avery. "Beyond Sp34king L33t: How ‘Net Gladiators Discursively Construct Gendered Identity" Paper presented at the annual meeting of the International Communication Association, Dresden International Congress Centre, Dresden, Germany, Jun 16, 2006 <Not Available>. 2008-10-09 <http://www.allacademic.com/meta/p92748_index.html> |
APA Citation:
| Alix, A. , 2006-06-16 "Beyond Sp34king L33t: How ‘Net Gladiators Discursively Construct Gendered Identity" Paper presented at the annual meeting of the International Communication Association, Dresden International Congress Centre, Dresden, Germany Online <PDF>. 2008-10-09 from http://www.allacademic.com/meta/p92748_index.html |
Publication Type: Conference Paper/Unpublished Manuscript Abstract: Drawing on Goffman, Shugart, de Klerk, Cameron, Kulick, and Edley & Wetherell, this critical discourse analysis examines how players socio-discursively negotiate gendered identities and norms in video games. Game talk involves 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 analyzed for conversational sequences that demonstrate more widespread trends in game communication.
Game messages are filled with disembedded references to broader social practice and pop culture. Messages are 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 participants employ socio-discursive power and construct both sexual identity and inter-gender relations within the game.
Here, the Cartesian dualism imposed by games as media is felt. Masculinity is difficult to demonstrate physicality in games because one need not be macho to win. It is perhaps even more difficult to achieve femininity in a game that features all-male characters partaking in endless violent conflict.
It is through discursive interaction that gamers achieve gender and sexuality in digital play. It is in the display of the mental or social attributes that gender is articulated in cyberspaces where the physical body is abstracted and only the movement of the eyes and hands externally marks the difference between 733T and n00b. |
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| Document Type: |
PDF |
| Page count: |
28 |
| Word count: |
10317 |
| Text sample: |
| 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 |
| preliminary report prepared from Internet results. Retrieved January 12 2004 from http://www.sfu.ca/media-lab/onlinegaming/report.htm. Labov W. (2002). The transformation of experience in narrative in A. Jaworski & N. Coupland (Eds.) The discourse reader. London: Routledge. NPD Group (2005 January 18). The NPD Group reports annual 2004 U.S. video game industry retail sales: Console software and portable game hardware lead sales [Press Release]. Port Washington: The NPD Group. Shugart H. A. (2001). Parody as subversive performance: Denaturalizing gender and reconstituting desire in |
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