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Blurring the boundaries: Using Gamergate to examine “real” and symbolic violence against women in contemporary gaming culture
Author(s) -
Gray Kishonna L.,
Buyukozturk Bertan,
Hill Zachary G.
Publication year - 2017
Publication title -
sociology compass
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.782
H-Index - 31
ISSN - 1751-9020
DOI - 10.1111/soc4.12458
Subject(s) - conceptualization , sociology , the symbolic , situated , aggression , context (archaeology) , video game , social psychology , gender studies , psychology , computer science , multimedia , psychoanalysis , paleontology , artificial intelligence , biology
Recent controversies in gaming culture (i.e., Gamergate) highlight the lack of attention devoted to discussions of actual violence women experience in gaming. Rather, the focus is often situated on in‐game violence; however, we must extend discussions of in‐game violence and increased aggression to account for the “real world,” violent, realities of women as gamers, developers, and even critics of the medium. As such, we provide context with a brief introduction to the events of Gamergate. We then discuss the connections between the continued marginalization of women both in video games and in “real life.” Drawing from a range of sociological and ludological research, especially Bourdieu and Wacquant's conceptualization of symbolic violence, we examine the normalization of violence towards women in gaming culture. We conclude with considerations for future work involving symbolic violence and other conceptualizations of violence. This focus allows for a more impactful consideration as to why and how codified simulated violence affects marginalized members of communities. Using symbolic violence to connect trends within games to the lived experiences of women in gaming communities binds virtual experiences to “real” ones.

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