Preview

RSUH/RGGU Bulletin: “Literary Teory. Linguistics. Cultural Studies”, Series

Advanced search

Feminist and gender studies of video games: modern approaches

https://doi.org/10.28995/2686-7249-2019-8-220-228

Abstract

In modern English-language studies on gender in computer games, several approaches can be distinguished, although this seems difficult due to the moving structure of Gender Studies. These basic approaches are divided by research methods and parts of theorists. In general, reliance on feminist theory is typical for the Gender Studies space, therefore, scientists in this direction share the main theoretical base in many ways, but focus on different aspects of feminist theory and political problems. Among the loci of such studies can be identified: feminist criticism of texts, the problem of representations, the construction of gender relations in the community, etc. This article identifies several approaches to the study of video games: textual, perfomative, and representative, differ in the spectrum of the problems considered. This classification is not complete, and the framework of the approaches themselves is mobile, so that one approach can flow into another, and the research fields are adjacent. The approaches outlined by us have much in common, including they share lacunae – certain gaps in the conceptual apparatus of the study, which are also described in this article.

About the Author

A. A. Rodionova
Russian State University for the Humanities
Russian Federation

Anastasia A. Rodionova, postgraduate student

 bld. 6, Miusskaya Square, Moscow, 125993



References

1. Banks, J. (2014), “The strategic female: Gender switching and player behavior in online games” [Online]. available at: https://www.academia.edu/5958342/The_strategic_female_Gender_switching_and_player_behavior_in_online_games (Accessed 20 June 2019).

2. Kennedy, H.W. (2002), “Lara Croft: Feminist icon or Cyberbimbo: On the Limits of Textual Analysis” [Online], available at: http://www.gamestudies.org/0202/kennedy (Accessed 19 June 2019).

3. MacCallum-Stewart, E. (2009) “Real Boys Carry Girly Epics: Normalising Gender Bending in Online Games” [Online]. available at: https://www.academia.edu/ 211518/Real_Boys_Carry_Girly_Epics_Normalising_Gender_Bending_in_ Online_Games (Accessed 21 July 2019).

4. Osborne, H. (2012), “Performing self, performing character: Exploring gender performativity in online role-playing games” [Online]. available at: https://www.academia. edu/34257987/Performing_self_performing_character_Exploring_gender_performativity_in_online_role-playing_games (Accessed 15 June 2019).


Review

For citations:


Rodionova A.A. Feminist and gender studies of video games: modern approaches. RSUH/RGGU Bulletin: “Literary Teory. Linguistics. Cultural Studies”, Series. 2019;(8(2)):220-228. (In Russ.) https://doi.org/10.28995/2686-7249-2019-8-220-228

Views: 407


Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 License.


ISSN 2073-6355 (Print)