2025
Ruotsalainen, Maria; Meriläinen, Mikko
“I bet she’s ‘not like other girls” : Discursive Construction of the Ideal Gaming Woman on r/GirlGamers Journal Article
In: Media and communication, vol. 13, 2025, ISSN: 2183-2439.
Abstract | Links | Tags: Female gamers, Gender, Hostile behaviour, Online games, Reddit
@article{Ruotsalainen2025,
title = {“I bet she’s ‘not like other girls” : Discursive Construction of the Ideal Gaming Woman on r/GirlGamers},
author = {Maria Ruotsalainen and Mikko Meriläinen},
url = {https://doi.org/10.17645/mac.8802
https://www.cogitatiopress.com/mediaandcommunication/article/view/8802},
doi = {10.17645/mac.8802},
issn = {2183-2439},
year = {2025},
date = {2025-02-13},
urldate = {2025-02-13},
journal = {Media and communication},
volume = {13},
abstract = {Research on women and hostile behaviour in video games has largely focused on women as victims rather than perpetuators of hostile behaviour. In this study, by utilizing discourse analysis, we examine how women’s hostile behaviour is discussed in the subreddit r/GirlGamers, and how the ideal gaming woman is discursively constructed in these discussions.},
keywords = {Female gamers, Gender, Hostile behaviour, Online games, Reddit},
pubstate = {published},
tppubtype = {article}
}
2024
Maletska, Mark
Queer Gender Identities and Videogames Literature Review Journal Article
In: ELUDAMOS, vol. 15, iss. 1, pp. 125-150, 2024, ISSN: 1866-6124.
Abstract | Links | Tags: Gender, Literature review, Queer
@article{nokey,
title = {Queer Gender Identities and Videogames Literature Review},
author = {Mark Maletska},
url = {https://doi.org/10.7557/23.7432},
doi = {10.7557/23.7432},
issn = {1866-6124},
year = {2024},
date = {2024-12-31},
journal = {ELUDAMOS},
volume = {15},
issue = {1},
pages = {125-150},
abstract = {This narrative literature review discusses peer-reviewed research articles connecting queer gender identities and videogames. Its main purpose is to describe directions of research on connections between queer gender identities and videogames, and to indicate gaps and missing connections in existing studies. The analysed material was collected in April–August 2023 using Google Scholar, Web of Science, and Scopus databases. Three major thematic categories were identified in the publications: representation of queer gender identities in videogames; player–avatar connections and gender dysphoria; and queer gender identities in game-related spaces. The main finding of the review is that articles focused on queer people do not tend to address the inherent queerness of videogames. Queer temporality and spatiality are not sufficiently studied in interaction with queer players, and narrative and/or visual elements remain in focus, even when potentially interactive activities like avatar creation are being researched.},
keywords = {Gender, Literature review, Queer},
pubstate = {published},
tppubtype = {article}
}
Ruotsalainen, Maria
Examining Gender in the Gameplay and Reception of Housemarque's Returnal Book Chapter
In: Korpua, Jyrki; Koistinen, Aino-Kaisa; Roine, Hanna-Riikka; Tveit, Marta Mboka (Ed.): Nordic Speculative Fiction : Research, Theory, and Practise , Routledge, 2024.
Abstract | Links | Tags: Game reception, Gender
@inbook{nokey,
title = {Examining Gender in the Gameplay and Reception of Housemarque's Returnal},
author = {Maria Ruotsalainen},
editor = {Jyrki Korpua and Aino-Kaisa Koistinen and Hanna-Riikka Roine and Marta Mboka Tveit},
url = {https://doi.org/10.4324/9781003561101},
doi = {10.4324/9781003561101},
year = {2024},
date = {2024-12-20},
urldate = {2024-12-20},
booktitle = { Nordic Speculative Fiction : Research, Theory, and Practise },
publisher = {Routledge},
abstract = {Returnal, a psychological horror/sci-fi game developed by the Finnish game studio Housemarque and published by Sony Interactive Entertainment in 2021, has a rather atypical protagonist for a video game: a middle-aged woman, a rarity in player-characters in the world of gaming. Against this backdrop, this chapter examines how intersections of age and gender are represented through this character in the game Returnal and discussed in its reception. The analysis of the game shows how Selene's gender is negotiated within masculine game culture by depicting her as a masculine woman, but also how this is both complicated and emphasised by depictions of motherhood. The analysis of reception both highlights the meaningful absences related to the intersections of gender and age in the reception and traces places where these resurface as meaningful themes.},
keywords = {Game reception, Gender},
pubstate = {published},
tppubtype = {inbook}
}
Maletska, Mark
Queer Players' Strategies for Queering Character Interactions Proceedings Article
In: Conference Proceedings of DiGRA 2024 Conference: Playgrounds, 2024, ISSN: 2342-9666.
Abstract | Links | Tags: Game mechanics, Gender, Queer
@inproceedings{nokey,
title = {Queer Players' Strategies for Queering Character Interactions},
author = {Mark Maletska},
url = {https://doi.org/10.26503/dl.v2024i1.2239},
doi = {10.26503/dl.v2024i1.2239},
issn = {2342-9666},
year = {2024},
date = {2024-09-30},
booktitle = {Conference Proceedings of DiGRA 2024 Conference: Playgrounds},
abstract = {This article presents the strategies that queer players use for queering character interactions in digital games, based on a reflexive thematic analysis of survey responses from international and Ukrainian gender-diverse players. The research questions addressed are: What are queer players' strategies for queering in-game interactions; What video game mechanics are used to employ these strategies; What are the differences between queering strategies utilized by Ukrainians and international participants? The article reveals three themes with several sub-themes around playable character-focused interactions at the stage of character creation and in the process of playing. The results of the international survey give insights into the main mechanics and interactions that are queered by players to accommodate themselves in game worlds. Most mechanics are focused on playable characters that are particularly important for many queer players. The analysis of Ukrainian players' responses shows environment-determined differences in their approach to queering. Notably, Ukrainian players seek for more explicit queerness and do not apply queer readings to video games, detaching themselves from the game characters. },
keywords = {Game mechanics, Gender, Queer},
pubstate = {published},
tppubtype = {inproceedings}
}
2023
Turtiainen, Riikka; Friman, Usva
Strength Over Gender? Discussing and Presenting the Ambivalent Female Strength in the CrossFit Games 2019 Book Section
In: Brigden, Noelle K.; Hejtmanek, Katie Rose; Forbis, Melissa M. (Ed.): Gender and Power in Strength Sports: Strong As Feminist, pp. 29-53, Routledge, 2023, ISBN: 9781003370925.
Abstract | Links | Tags: CrossFit culture, CrossFit games, Female athletes, Gender
@incollection{Turtiainen2023,
title = {Strength Over Gender? Discussing and Presenting the Ambivalent Female Strength in the CrossFit Games 2019},
author = {Riikka Turtiainen and Usva Friman},
editor = {Noelle K. Brigden and Katie Rose Hejtmanek and Melissa M. Forbis},
url = {https://www.taylorfrancis.com/chapters/edit/10.4324/9781003370925-4/strength-gender-discussing-presenting-ambivalent-female-strength-crossfit-games-2019-riikka-turtiainen-usva-friman
https://www.researchgate.net/publication/369160739_Strength_Over_Gender_Discussing_and_Presenting_the_Ambivalent_Female_Strength_in_the_CrossFit_Games_2019},
doi = {http://dx.doi.org/10.4324/9781003370925},
isbn = {9781003370925},
year = {2023},
date = {2023-05-05},
urldate = {2023-05-05},
booktitle = {Gender and Power in Strength Sports: Strong As Feminist},
pages = {29-53},
publisher = {Routledge},
series = {Routledge Critical Studies in Sport},
abstract = {In this chapter, we pay attention to the ambivalence of the CrossFit culture, which both resists and reinforces hegemonic femininity by expanding the possibilities of the strong female body. CrossFit seems to emphasize physical capabilities over gender, and in its world championship competition the CrossFit Games, female and male athletes are given similar attention. As a fitness regimen and a brand CrossFit is also actively promoting its ethos of equality. However, hegemonic masculinity and heteronormativity are both enforced and challenged within the CrossFit community. Our analysis focuses on the Rogue Iron Game live stream broadcast of the individual women athlete’s events in the 2019 Reebok CrossFit Games competition, published as eleven separate YouTube videos. Through a close reading of this audiovisual material, we interpret the representations and discourses concerning female athlete’s strength in the context of this sporting event. We utilize feminist thematic analysis and combine this approach with a critical understanding of CrossFit as a neoliberal and postfeminist manifestation. As a result, we present three essential themes discussed and presented in the context of female strength: (1) looking strong, (2) strong and dominating performance, and (3) women’s strength versus men.},
keywords = {CrossFit culture, CrossFit games, Female athletes, Gender},
pubstate = {published},
tppubtype = {incollection}
}
2022
Ruotsalainen, Maria
Overwatch Esports and The (Re)Configurations of Gender and Nationality PhD Thesis
2022, ISBN: 978-951-39-9184-5 .
Abstract | Links | Tags: Competitive gaming, Esports, Gender, Nationalism, Nationality, Qualitative research
@phdthesis{Ruotsalainen2022d,
title = {Overwatch Esports and The (Re)Configurations of Gender and Nationality},
author = {Maria Ruotsalainen},
url = {http://urn.fi/URN:ISBN:978-951-39-9184-5
https://jyx.jyu.fi/bitstream/handle/123456789/82456/1/978-951-39-9184-5_vaitos23082022.pdf},
isbn = {978-951-39-9184-5 },
year = {2022},
date = {2022-08-23},
urldate = {2022-08-23},
publisher = {University of Jyväskylä},
abstract = {The dissertation comprises five research articles and a compilation portion, focusing on gender and nationality in competitive Overwatch. Overwatch is a team-based first-person shooter that Blizzard Entertainment published in 2014. From the beginning onwards, it has had an active esports scene. In 2018, the game’s publisher took hold of the whole esports scene and organised it in a league format—strikingly similar to how traditional sports leagues in North America are organised—and to a yearly (2016–2019) organised Overwatch World Cup. Against this backdrop, I examine how gender and nationality are portrayed within the production of competitive Overwatch Esports and how they are performed and negotiated within the reception of competitive Overwatch. Drawing from the concept of banal nationalism, I suggest the production choices of Overwatch esports are meant to evoke nationalist sentiments from the viewers and fans, intimately tying in with the ongoing sportification of Overwatch esports and esports in general. The ongoing sportification of Overwatch esports also affects how gender, particularly masculinity, is portrayed and positioned within this particular esports. The influence of traditional sports strengthens the position of hegemonic masculinity, often leading to portrayals of athletic masculinity as the desirable masculinity within the Overwatch esports ecosystem. However, examining the reception of Overwatch esports reveals a richer and more varied picture of how masculinity and gender are negotiated within Overwatch esports. The players, fans, and viewers both affirm and resist the nationalist ethos and the sportified aesthetics and the configurations of the masculinity they suggest, drawing also from alternative ways to frame competitive gaming. Particularly relevant for this is anime aesthetics which are used by fans to frame Overwatch esports. This also affects what kind of desirable masculinity is negotiated amongst fans: The hegemonic masculinity is reconfigured to a form of hybrid masculinity, with elements of athletic masculinity, geek masculinity, and Kawaii masculinity, allowing (white and Asian) men to have more varied gender expression. Unfortunately, this allowance has little to no bearing on the positions of the others and women continue being marginalised in Overwatch esports.
Keywords: esports, competitive gaming, gender, nationality, nationalism, qualitative research
Tässä väitöskirjassa tutkin sukupuolen ja kansallisuuden rakentumista Overwatch kilpapelaamisessa. Väitöskirja koostuu viidestä tutkimusartikkelista ja kokoelmaosasta. Overwatch on joukkuepohjainen ensimmäisen persoonan ammuntapeli, jonka Blizzard Entertainment julkaisi vuonna 2014. Sen ympärillä on alusta alkaen ollut aktiivinen e-urheiluskene. Pelin julkaisija otti vuonna 2018 haltuunsa koko e-urheiluskenen ja järjesti sen liigamuotoon, seuraten perinteisten urheiluliigojen mallia Pohjois-Amerikassa. Lisäksi julkaisija järjesti vuosittaiset Overwatchin maailmanmestaruuskisat vuosina 2016-2019. Tätä taustaa vasten tutkin, kuinka sukupuoli ja kansallisuus rakentuvat Overwatch e-urheilun vastaanotossa sekä tuotannossa. Ehdotan banaalin nationalismin käsitteen pohjalta, että Overwatch e-urheilun tuotantovalinnat on tarkoitettu herättämään katsojissa ja faneissa kansallismielisiä tunnekokemuksia ja että tämä liittyy läheisesti Overwatch e-urheilun ja koko e-urheilun jatkuvaan urheilullistamiseen. Overwatch e-urheilun jatkuva urheilullistaminen vaikuttaa myös tapaan, jolla sukupuoli ja erityisesti maskuliinisuus esitetään siinä. Overwatch e-urheilun vastaanoton tarkastelu paljastaa kuitenkin rikkaamman ja monipuolisemman kuvan tavoista, joilla maskuliinisuus ja sukupuoli neuvotellaan Overwatch e-urheilussa. Fanit ja katsojat vahvistavat mutta myös vastustavat kansallismielisiä tunteita sekä sen ehdottamia maskuliinisuuden muotoja hyödyntäen vaihtoehtoisia tapoja ymmärtää kilpailupelaamista. Erityisen relevantti tälle on anime, jota fanit käyttävät Overwatch e-urheilun kehystykseen. Tämä vaikuttaa myös siihen, minkälaisesta halutusta maskuliinisuudesta fanien keskuudessa neuvotellaan: hegemoninen maskuliinisuus muotoillaan uudelleen hybridi-maskuliinisuuden muotoon, jossa on elementtejä atleettisesta maskuliinisuudesta, nörtti-maskuliinisuudesta ja kawaii-maskuliinisuudesta. Tämä mahdollistaa (valkoisille ja aasialaisille) miehille monimuotoisempia tapoja performoida maskuliinisuutta, mutta valitettavasti sillä on vain vähän tai ei ollenkaan vaikutusta muiden asemaan, ja naiset ovat edelleen marginaaleissa Overwatch e-urheilussa kuten e-urheilussa yleensäkin.
Keywords: e-urheilu, kilpapelaaminen, sukupuoli, kansallisuus, nationalismi, laadullinen tutkimus},
keywords = {Competitive gaming, Esports, Gender, Nationalism, Nationality, Qualitative research},
pubstate = {published},
tppubtype = {phdthesis}
}
Keywords: esports, competitive gaming, gender, nationality, nationalism, qualitative research
Tässä väitöskirjassa tutkin sukupuolen ja kansallisuuden rakentumista Overwatch kilpapelaamisessa. Väitöskirja koostuu viidestä tutkimusartikkelista ja kokoelmaosasta. Overwatch on joukkuepohjainen ensimmäisen persoonan ammuntapeli, jonka Blizzard Entertainment julkaisi vuonna 2014. Sen ympärillä on alusta alkaen ollut aktiivinen e-urheiluskene. Pelin julkaisija otti vuonna 2018 haltuunsa koko e-urheiluskenen ja järjesti sen liigamuotoon, seuraten perinteisten urheiluliigojen mallia Pohjois-Amerikassa. Lisäksi julkaisija järjesti vuosittaiset Overwatchin maailmanmestaruuskisat vuosina 2016-2019. Tätä taustaa vasten tutkin, kuinka sukupuoli ja kansallisuus rakentuvat Overwatch e-urheilun vastaanotossa sekä tuotannossa. Ehdotan banaalin nationalismin käsitteen pohjalta, että Overwatch e-urheilun tuotantovalinnat on tarkoitettu herättämään katsojissa ja faneissa kansallismielisiä tunnekokemuksia ja että tämä liittyy läheisesti Overwatch e-urheilun ja koko e-urheilun jatkuvaan urheilullistamiseen. Overwatch e-urheilun jatkuva urheilullistaminen vaikuttaa myös tapaan, jolla sukupuoli ja erityisesti maskuliinisuus esitetään siinä. Overwatch e-urheilun vastaanoton tarkastelu paljastaa kuitenkin rikkaamman ja monipuolisemman kuvan tavoista, joilla maskuliinisuus ja sukupuoli neuvotellaan Overwatch e-urheilussa. Fanit ja katsojat vahvistavat mutta myös vastustavat kansallismielisiä tunteita sekä sen ehdottamia maskuliinisuuden muotoja hyödyntäen vaihtoehtoisia tapoja ymmärtää kilpailupelaamista. Erityisen relevantti tälle on anime, jota fanit käyttävät Overwatch e-urheilun kehystykseen. Tämä vaikuttaa myös siihen, minkälaisesta halutusta maskuliinisuudesta fanien keskuudessa neuvotellaan: hegemoninen maskuliinisuus muotoillaan uudelleen hybridi-maskuliinisuuden muotoon, jossa on elementtejä atleettisesta maskuliinisuudesta, nörtti-maskuliinisuudesta ja kawaii-maskuliinisuudesta. Tämä mahdollistaa (valkoisille ja aasialaisille) miehille monimuotoisempia tapoja performoida maskuliinisuutta, mutta valitettavasti sillä on vain vähän tai ei ollenkaan vaikutusta muiden asemaan, ja naiset ovat edelleen marginaaleissa Overwatch e-urheilussa kuten e-urheilussa yleensäkin.
Keywords: e-urheilu, kilpapelaaminen, sukupuoli, kansallisuus, nationalismi, laadullinen tutkimus
Friman, Usva
2022, ISBN: 978-951-29-8876-1.
Abstract | Links | Tags: Game cultural agency, Game cultural participation, Gamer identity, Gamers, Gaming practices, Gender, Players, Women
@phdthesis{Friman2022d,
title = {Gender and Game Cultural Agency in The Post-Gamer Era: Finnish Women Players’ Gaming Practices, Game Cultural Participation, and Rejected Gamer Identity},
author = {Usva Friman},
url = {https://urn.fi/URN:NBN:fi-fe2024031210910},
isbn = {978-951-29-8876-1},
year = {2022},
date = {2022-06-03},
urldate = {2022-06-03},
number = {581},
publisher = {University of Turku},
series = {Turun yliopiston julkaisuja, Sarja B, Humaniora},
abstract = {This doctoral dissertation study, positioned in the field of game culture studies, seeks to understand women’s game cultural agency by examining the various aspects of gaming practices, game cultural participation, and gamer identity, as well as effects of gender in Finnish women’s digital gaming. Its main research question is: How can women’s game cultural agency be understood beyond the gamer identity? This main research question is divided into three sub research questions:
1. What are women players’ gaming practices like?
2. How does gender affect women players’ game cultural participation?
3. How do women players construct the idea and identity of a gamer?
The theoretical framework of the study is built upon the concepts of game culture, game cultural participation, gamer identity, and gender. In the study, game culture is understood as a Bourdieusian field of culture, hierarchical in its nature. Within this cultural field, an individual’s position is defined by her game cultural capital, based on consumption of game cultural products, participation in game cultural activities, gaming skill, and game cultural expertise. Game cultural participation refers to both participating in game cultural activities and the feeling of belonging in game culture. Gamer identity is seen as a cultural identity – experienced and performed within a specific game cultural context – that requires both identification (from the person seeing herself as a gamer) and validation (from other members of game culture). A person’s gamer identity is performed through the gamer habitus: embodied dispositions and displays of game cultural capital. Gender is understood as embodied performance, set in specific game cultural contexts and against the expectations of hegemonic gamer masculinity.
The primary research material of this study consists of semi-structured theme interviews with 20 interviewees and an online questionnaire with 737 respondents, both collected from Finnish adult women who play digital games. Both the interviews and the online questionnaire report women’s current gaming practices and gaming histories, participation in gaming events, production and consumption of game media, following of and participation in electronic sports, gamer definitions and gamer identity, how gender affects their gaming, and the meanings of gaming in the women’s lives. The material is analysed using reflexive thematic analysis. Additionally, narrative literature reviews are conducted to provide theoretical context for the analysis.
The analysis shows that women are active players and game cultural participants (albeit more as consumers than as producers) who display significant game cultural expertise. Importantly, women define their game cultural agency on their own terms, affected by but standing against the gendered norms and expectations of the hegemonic game culture. However, women also encounter significant gender-based barriers to their game cultural participation and agency, leading them to suffer from misogynistic discrimination and harassment, limit their participation for their safety, or even opt out entirely from certain game cultural activities. Most women participating in the study reported their gender having affected their gaming, mostly in negative ways. Supportive social environments appear central to women’s gaming.
The main contribution of this study is providing understanding of how game cultural agency is constructed beyond the idea and identity of a gamer and the gender-specific issues affecting women’s game cultural agency. The results offer valuable insight into gaming practices, game cultural participation, and (rejection of) gamer identities of women players, as well as into women players’ game cultural position as a group that is simultaneously actively participating in and being rejected from game culture. The study increases our understanding of the structures of marginalisation within game culture, which do not only affect women but many other player groups as well.
The results of the study can be applied in efforts to increase the cultural accessibility, inclusivity, and equity of game culture by a variety of game cultural agents, including gaming event and esports tournament organisers, gaming community managers, gaming education and youth workers, and game journalists. Even though the material is focused on Finnish women players, these results can also be applied to other player groups as well as international contexts.},
keywords = {Game cultural agency, Game cultural participation, Gamer identity, Gamers, Gaming practices, Gender, Players, Women},
pubstate = {published},
tppubtype = {phdthesis}
}
1. What are women players’ gaming practices like?
2. How does gender affect women players’ game cultural participation?
3. How do women players construct the idea and identity of a gamer?
The theoretical framework of the study is built upon the concepts of game culture, game cultural participation, gamer identity, and gender. In the study, game culture is understood as a Bourdieusian field of culture, hierarchical in its nature. Within this cultural field, an individual’s position is defined by her game cultural capital, based on consumption of game cultural products, participation in game cultural activities, gaming skill, and game cultural expertise. Game cultural participation refers to both participating in game cultural activities and the feeling of belonging in game culture. Gamer identity is seen as a cultural identity – experienced and performed within a specific game cultural context – that requires both identification (from the person seeing herself as a gamer) and validation (from other members of game culture). A person’s gamer identity is performed through the gamer habitus: embodied dispositions and displays of game cultural capital. Gender is understood as embodied performance, set in specific game cultural contexts and against the expectations of hegemonic gamer masculinity.
The primary research material of this study consists of semi-structured theme interviews with 20 interviewees and an online questionnaire with 737 respondents, both collected from Finnish adult women who play digital games. Both the interviews and the online questionnaire report women’s current gaming practices and gaming histories, participation in gaming events, production and consumption of game media, following of and participation in electronic sports, gamer definitions and gamer identity, how gender affects their gaming, and the meanings of gaming in the women’s lives. The material is analysed using reflexive thematic analysis. Additionally, narrative literature reviews are conducted to provide theoretical context for the analysis.
The analysis shows that women are active players and game cultural participants (albeit more as consumers than as producers) who display significant game cultural expertise. Importantly, women define their game cultural agency on their own terms, affected by but standing against the gendered norms and expectations of the hegemonic game culture. However, women also encounter significant gender-based barriers to their game cultural participation and agency, leading them to suffer from misogynistic discrimination and harassment, limit their participation for their safety, or even opt out entirely from certain game cultural activities. Most women participating in the study reported their gender having affected their gaming, mostly in negative ways. Supportive social environments appear central to women’s gaming.
The main contribution of this study is providing understanding of how game cultural agency is constructed beyond the idea and identity of a gamer and the gender-specific issues affecting women’s game cultural agency. The results offer valuable insight into gaming practices, game cultural participation, and (rejection of) gamer identities of women players, as well as into women players’ game cultural position as a group that is simultaneously actively participating in and being rejected from game culture. The study increases our understanding of the structures of marginalisation within game culture, which do not only affect women but many other player groups as well.
The results of the study can be applied in efforts to increase the cultural accessibility, inclusivity, and equity of game culture by a variety of game cultural agents, including gaming event and esports tournament organisers, gaming community managers, gaming education and youth workers, and game journalists. Even though the material is focused on Finnish women players, these results can also be applied to other player groups as well as international contexts.
Friman, Usva
Sukupuoli, pelaajaidentiteetti ja pelikulttuurinen osallisuus Book Section
In: Friman, Usva; Arjoranta, Jonne; Kinnunen, Jani; Heljakka, Katriina; Stenros, Jaakko (Ed.): Pelit kulttuurina, Vastapaino, 2022, ISBN: 978-951-768-965-6.
Links | Tags: Gender, Participatory culture, Player identity
@incollection{Friman2022c,
title = {Sukupuoli, pelaajaidentiteetti ja pelikulttuurinen osallisuus},
author = {Usva Friman},
editor = {Usva Friman and Jonne Arjoranta and Jani Kinnunen and Katriina Heljakka and Jaakko Stenros},
url = {https://trepo.tuni.fi/handle/10024/146875},
isbn = {978-951-768-965-6},
year = {2022},
date = {2022-03-31},
urldate = {2022-03-31},
booktitle = {Pelit kulttuurina},
publisher = {Vastapaino},
chapter = {6},
keywords = {Gender, Participatory culture, Player identity},
pubstate = {published},
tppubtype = {incollection}
}
Friman, Usva; Ruotsalainen, Maria
Gender and Toxic Meritocracy in Competitive Overwatch: Case “Ellie” Book Section
In: Ruotsalainen, Maria; Törhönen, Maria; Karhulahti, Veli-Matti (Ed.): Modes of Esports Engagement in Overwatch, pp. 135-154, Palgrave Macmillan, 2022, ISBN: 978-3-030-82766-3.
Abstract | Links | Tags: Community, Competitive gaming, Gender, Overwatch, Toxic meritocracy, Women
@incollection{Friman2022,
title = {Gender and Toxic Meritocracy in Competitive Overwatch: Case “Ellie”},
author = {Usva Friman and Maria Ruotsalainen},
editor = {Maria Ruotsalainen and Maria Törhönen and Veli-Matti Karhulahti},
url = {https://link.springer.com/book/10.1007/978-3-030-82767-0},
doi = {https://doi.org/10.1007/978-3-030-82767-0_8},
isbn = {978-3-030-82766-3},
year = {2022},
date = {2022-03-10},
booktitle = {Modes of Esports Engagement in Overwatch},
pages = {135-154},
publisher = {Palgrave Macmillan},
abstract = {This chapter examines toxic meritocracy in relation to gender in competitive Overwatch, asking how gender affects a player’s opportunities for engagement in that scene. It analyzes online news stories and community discussions concerning “Ellie” – a fabricated competitive woman gamer created as a “social experiment” by a man player. The confluences between gender and toxic meritocracy become visible in the assumption there must be an experienced man gamer behind the battletag, the gender-based harassment targeted at Ellie, and the reflections on the importance of setting an example as the first team taking a woman player for Contenders. The analysis shows that despite a strong belief in meritocracy upheld within the community, there are many barriers limiting the participation of those entering competitive Overwatch as women.},
keywords = {Community, Competitive gaming, Gender, Overwatch, Toxic meritocracy, Women},
pubstate = {published},
tppubtype = {incollection}
}
Apperley, Thomas H.
Overwatch to Oversnatch: The Mutually Reinforcing Gendered Power Relations of Pornography, Streaming, and Esports Book Section
In: Ruotsalainen, Maria; Törhönen, Maria; Karhulahti, Veli-Matti (Ed.): Modes of Esports Engagement in Overwatch, pp. 179-197, Palgrave Macmillan, 2022, ISBN: 978-3-030-82766-3.
Abstract | Links | Tags: Gender, Misogyny, NSFW, Overwatch, Pornification, Sexuality
@incollection{Apperley2022,
title = {Overwatch to Oversnatch: The Mutually Reinforcing Gendered Power Relations of Pornography, Streaming, and Esports},
author = {Thomas H. Apperley},
editor = {Maria Ruotsalainen and Maria Törhönen and Veli-Matti Karhulahti},
url = {https://link.springer.com/book/10.1007/978-3-030-82767-0},
doi = {https://doi.org/10.1007/978-3-030-82767-0_10},
isbn = {978-3-030-82766-3},
year = {2022},
date = {2022-03-10},
booktitle = {Modes of Esports Engagement in Overwatch},
pages = {179-197},
publisher = {Palgrave Macmillan},
abstract = {This chapter argues that the controversial policing of women’s bodies in esports and livestreaming is reflected in the pornification of Overwatch. This chapter makes three claims. First, mainstream heterosexual Overwatch pornography reinforces the assumed masculinity of esports. Second, the pornographic fantasies depicted reinforce everyday misogynistic attitudes to women in esports. Third, Overwatch porn also provides scope for more inclusive and diverse approaches to sexuality in emerging areas such as cosplay erotica. This chapter provides crucial insight into the porous boundaries between esports, mainstream pornography, and cosplay erotica which highlights how Overwatch pornography reinforces and reflects the discursive formations of heteronormative masculinity and misogyny in esports.
},
keywords = {Gender, Misogyny, NSFW, Overwatch, Pornification, Sexuality},
pubstate = {published},
tppubtype = {incollection}
}
Ruotsalainen, Maria
“Cute Goddess is Actually an Aunty”: The Evasive Middle-Aged Woman Streamer and Normative Performances of Femininity in Video Game Streaming Journal Article
In: Television & New Media, vol. Pre-print, 2022, ISSN: 1527-4764.
Abstract | Links | Tags: Age, Critical discourse analysis, Gender, Streaming, Twitch, Video games
@article{Ruotsalainen2022c,
title = {“Cute Goddess is Actually an Aunty”: The Evasive Middle-Aged Woman Streamer and Normative Performances of Femininity in Video Game Streaming},
author = {Maria Ruotsalainen},
url = {http://urn.fi/URN:NBN:fi:jyu-202203211976},
doi = {https://doi.org/10.1177/15274764221080962},
issn = {1527-4764},
year = {2022},
date = {2022-03-08},
journal = {Television & New Media},
volume = {Pre-print},
abstract = {In this paper the focus is on the representations of “middle-aged” or “aging” women streamers in western media. I analyze discussions in Western online media around a case of Chinese DouYu live-streamer. “Qiaobiluo Dianxia,” as her streamer name goes, became a topic in Western media after a glitch in her live stream revealed her to be a middle-aged woman, rather than young woman she was assumed to be. The discussions are analyzed with critical discourse analysis. It is argued that the aging bodies of women, both their presence and absence, should be read and understood through toxic gaming culture and geek masculinity and the hegemonic discourse they constitute.},
keywords = {Age, Critical discourse analysis, Gender, Streaming, Twitch, Video games},
pubstate = {published},
tppubtype = {article}
}
2020
Karhulahti, Veli-Matti; Saarenmaa, Laura; Brown, Ashley M. L.
Sexuality and Play: Introduction Journal Article
In: WiderScreen, vol. 22, iss. 1-2, 2020, ISSN: 1795-6161.
Links | Tags: Digitaaliset pelit, Digital games, Gender, Leikit, Pelit, Seksuaalisuus, Sexuality, Sukupuoli
@article{Karhulahti2020c,
title = {Sexuality and Play: Introduction},
author = {Veli-Matti Karhulahti and Laura Saarenmaa and Ashley M. L. Brown},
url = {http://urn.fi/URN:NBN:fi:jyu-201911154892},
issn = {1795-6161},
year = {2020},
date = {2020-01-17},
journal = {WiderScreen},
volume = {22},
issue = {1-2},
keywords = {Digitaaliset pelit, Digital games, Gender, Leikit, Pelit, Seksuaalisuus, Sexuality, Sukupuoli},
pubstate = {published},
tppubtype = {article}
}
2018
Ruotsalainen, Maria; Friman, Usva
"There Are No Women and They All Play Mercy": Understanding and Explaining (the Lack of) Women’s Presence in Esports and Competitive Gaming Proceedings Article
In: DiGRA Nordic '18: Proceedings of 2018 International DiGRA Nordic Conference, 2018.
Abstract | Links | Tags: Electronic sports, Gender, Hegemonic geek mascunility, Overwatch, Toxic meritocracy
@inproceedings{Ruotsalainen2018,
title = {"There Are No Women and They All Play Mercy": Understanding and Explaining (the Lack of) Women’s Presence in Esports and Competitive Gaming},
author = {Maria Ruotsalainen and Usva Friman},
url = {http://www.digra.org/digital-library/publications/there-are-no-women-and-they-all-play-mercy-understanding-and-explaining-the-lack-of-womens-presence-in-esports-and-competitive-gaming},
year = {2018},
date = {2018-11-01},
urldate = {2018-11-01},
booktitle = {DiGRA Nordic '18: Proceedings of 2018 International DiGRA Nordic Conference},
abstract = {In this paper, we explore women’s participation in esports and competitive gaming. We will analyze two different types of research material: online questionnaire responses by women explaining their reluctance to participate in esports, and online forum discussions regarding women’s participation in competitive Overwatch. We will examine the ways in which women’s participation – its conditions, limits and possibilities – are constructed in the discussions concerning women gamers, how women are negotiating their participation in their own words, and in what ways gender may affect these processes. Our findings support those made in previous studies concerning esports and competitive gaming as fields dominated by toxic meritocracy and hegemonic (geek) masculinity, and based on our analysis, women’s room for participation in competitive gaming is still extremely limited, both in terms of presence and ways of participation.},
keywords = {Electronic sports, Gender, Hegemonic geek mascunility, Overwatch, Toxic meritocracy},
pubstate = {published},
tppubtype = {inproceedings}
}
Butt, Mahli-Ann; Apperley, Thomas H.
Shut Up and Play": Vivian James and the Presence of Women in Gaming Cultures" Book Section
In: Harle, Josh; Abdilla, Angie; Newman, Andrew (Ed.): Decolonising the Digital: Technology as Cultural Practice, pp. 39-47, Tactical Space Lab, 2018.
Abstract | Links | Tags: #gamergate, Gaming culture, Gender, Harassment, Vivian James
@incollection{Butt2018,
title = {Shut Up and Play": Vivian James and the Presence of Women in Gaming Cultures"},
author = {Mahli-Ann Butt and Thomas H. Apperley},
editor = {Josh Harle and Angie Abdilla and Andrew Newman},
url = {http://ojs.decolonising.digital/index.php/decolonising_digital/article/view/ShutUpAndPlay},
year = {2018},
date = {2018-10-15},
booktitle = {Decolonising the Digital: Technology as Cultural Practice},
pages = {39-47},
publisher = {Tactical Space Lab},
abstract = {The creation of Vivian James, illustrates #gamergate's function of policing participation and enjoyment of videogame culture. Through a shared embrace of an underdog status elements of gaming culture have become hostile to the inclusion of women. The design of Vivian James suggests that #gamergate is eager to present itself as including women, but presents female positionality in gaming in toxic and problematic ways that seeks to policing female 'intrusion' into digital games through the threat of violence.},
keywords = {#gamergate, Gaming culture, Gender, Harassment, Vivian James},
pubstate = {published},
tppubtype = {incollection}
}
