1 Undoing Gender through Performing the Other Anastasia Seregina1 1Anastasia Seregina (
[email protected]) is a Lecturer in Marketing at Goldsmiths, University of London, Lewisham Way, New Cross, London SE14 6NW, United Kingdom. 2 Abstract Following the perspective on gender as a socially constructed performance, consumer research has given light to how individuals take on, negotiate, and express a variety of gender roles. Yet the focus of research has remained on gender roles themselves, largely overlooking the underlying process of gender performativity and consumers’ engagement with it in the context of their everyday lives. Set within a performance methodology and the context of crossplay in live action role-playing games, this paper explores how individuals undo gender on a subjective level, thus becoming conscious and reflexive of gender performativity. The study suggests that individuals become active in undoing gender through engaging in direct, bodily performance of the gender other. Such performance does not challenge or ridicule norms, but pushes individuals to actively figure out for themselves how gender is performed. As a result, individuals become aware of gender performativity and become capable of actively recombining everyday performance. Keywords: gender performativity, performance, agency, crossplay, live action role-playing game, LARP 3 Introduction Gender is a central aspect of how we define ourselves and how those around us define us. Within contemporary consumer culture, gender also becomes inseparable from consumption, its practices, objects, and contexts (Schroeder and Zwick 2004; Holt and Thompson 2004). Butler (1990, 2004) proposed that gender is a performatively produced doing, that is, it is a doing based in a repetition that creates its own effect.