TY - JOUR
T1 - How do teens define what it means to be a gamer? Mapping teens’ video game practices and cultural imaginaries from a gender and sociocultural perspective
AU - Vilasís-Pamos, Júlia
AU - Pires, Fernanda
N1 - Publisher Copyright:
© 2021 Informa UK Limited, trading as Taylor & Francis Group.
Copyright:
Copyright 2021 Elsevier B.V., All rights reserved.
PY - 2021/2/21
Y1 - 2021/2/21
N2 - This study analyses how gender and socioeconomic characteristics permeate teens’ discourses when they define what it means to be a gamer. Video games have become a reference framework for teenagers, in which gaming practices may be important parts of their identity and social context. In addition, many teens see gaming as a professional possibility. This study provides five new gamer categories based on data from four focus groups carried out in Spain with teens from 12 to 16 years old. The ‘escapist-gamer’ and the ‘ashamed-gamer’ categories are based on teens’ gaming practices, and the ‘celebrity-platform-gamer’, the ‘professional-gamer’ and the ‘poser-gamer’ are based on the adolescents’ cultural imaginaries and aspirations. These categories demonstrate that certain male game practices are explicit, while female game practices are silenced. Moreover, sociodemographic characteristics complexify inequalities further, resulting in a struggle against normative models of femininity and masculinity, and determining teens’ aspirations and conceptions of the video game world. Thus, the gamer categories exemplify how video games are currently playing a pivotal role in forging unequal gender and social identities. And, at the same time, these categories show how teens struggle against heteronormative values associated with the game industry.
AB - This study analyses how gender and socioeconomic characteristics permeate teens’ discourses when they define what it means to be a gamer. Video games have become a reference framework for teenagers, in which gaming practices may be important parts of their identity and social context. In addition, many teens see gaming as a professional possibility. This study provides five new gamer categories based on data from four focus groups carried out in Spain with teens from 12 to 16 years old. The ‘escapist-gamer’ and the ‘ashamed-gamer’ categories are based on teens’ gaming practices, and the ‘celebrity-platform-gamer’, the ‘professional-gamer’ and the ‘poser-gamer’ are based on the adolescents’ cultural imaginaries and aspirations. These categories demonstrate that certain male game practices are explicit, while female game practices are silenced. Moreover, sociodemographic characteristics complexify inequalities further, resulting in a struggle against normative models of femininity and masculinity, and determining teens’ aspirations and conceptions of the video game world. Thus, the gamer categories exemplify how video games are currently playing a pivotal role in forging unequal gender and social identities. And, at the same time, these categories show how teens struggle against heteronormative values associated with the game industry.
KW - Gamer
KW - gaming culture
KW - gender
KW - teens
KW - video game practices
UR - http://www.scopus.com/inward/record.url?scp=85101249474&partnerID=8YFLogxK
U2 - 10.1080/1369118x.2021.1883705
DO - 10.1080/1369118x.2021.1883705
M3 - Article
AN - SCOPUS:85101249474
SN - 1369-118X
JO - Information Communication and Society
JF - Information Communication and Society
ER -