Masculinity in the virtual world of video game : a question of agency
نویسندگان
چکیده
Masculinity is an understudied topic in video games. Traditional literature considered video game as a traditional media and focused mostly on video games content, thus contributed to the common myth that playing video games make people more violent. However, recent studies suggest that video game is distinctive compared to traditional media, and that violence is not the motivating factor in video games. This study involves a content analysis of 22 video game reviews and a non-participant observation of 4 gamers playing The Elder Scrolls: Skyrim. The results suggest it is not violence, but rather agency that governs the dynamics of the video gaming experience. Each of the four gamers exhibits an unique play style, two of which minimize or dismiss violence. This suggests that gamers incorporate their morality into the virtual gaming experience, and that the dynamics of gender and identity are complex and independent of the games’ inherent values. Introduction: Video Games and Violent Masculinity Masculinity is an essential topic in the social sciences, yet it remains nowhere near as well studied as femininity. Since Connell (2005) gave rise to the notion of hegemonic masculinity, the term has been used across various scholarly works to encompass values such as physical strength, toughness of character, willingness to take risks, confidence and sexual appeal. Adherence to this ideal is observable in American society, especially among lower classes (Anderson, 2000). Supposedly, one mode through which hegemonic masculinity is reproduced is mainstream media. Existing literature on the media industry claims that TV, Hollywood, music videos, and advertisements actively emphasize physical aspects of masculinity. Exposure to these influences could have consequences on how young males developed masculine identities, as well as place strain on males to conform to these ideals (Katz, 1999). A more recent media format—the video game—provides a new avenue through which masculine identity can be constructed and propagated. Video gaming is a rapidly growing entertainment industry. As of 2008, video games were a $26.5 billion industry worldwide (Fox & Bailenson, 2009). Seventy-two percent of American households play video games. The average gamer is 37 years old and has been playing for 12 years. Eighty-two percent of all players are 18 or
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