Video Games and Social Inequalities: Understanding Gaming Culture Through Online and Offline Practices
Video Games and Social Inequalities: Understanding Gaming Culture Through Online and Offline Practices Anna Cameron Charlottesville, Virginia M.A. Sociology, University of Virginia, 2016 B.A.H. Political Studies, Queen’s University, 2013 A Dissertation Presented to the Graduate Faculty of the University of Virginia in Candidacy for the Degree of Doctor of Philosophy Department of Sociology University of Virginia May 2020 i Abstract This dissertation examines gender inequality in video game culture. The domination of “geek masculinity” in this field has resulted in an environment where white women, people of color, and LGBTQ people face persistent hostility and harassment. This project looks at how dominant and subordinated groups who play video games understand their role in the culture and how they challenge and perpetuate social inequalities within it. By considering race, class, gender, and sexualities, this work seeks to understand the connections between media, community, and gender inequality. To answer these questions, I conducted 78 interviews between June 2017 and September 2018 with people over the age of 18 who play video games. I also observed two weekend long gaming conventions as well as eight meetings of a weekly gaming group. I found that cisgender heterosexual men typically began playing games at an early age that allowed them to effortlessly develop gaming habitus and gaming capital, making them oblivious to the larger structures of inequality they were enmeshed in. Women with these high-status men in their networks repeated these values to find status for themselves, thereby replicating the barriers that prevent gaming from becoming more diverse. Marginalized players tended to avoid the types of mainstream, competitive games that gave some players status and the opportunity to social connections, which I attribute in part to differences in embodied experiences.
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