2021
Kolamo, Sami; Turtiainen, Riikka
Naisten tennis tasa-arvokamppailun pelikenttänä: Tarkastelussa Suzanne Lenglenin, Billie Jean Kingin ja Serena Williamsin tähtikuvat Journal Article
In: Suomen Urheiluhistoriallisen Seuran Vuosikirja, vol. 2021, pp. 95 - 119, 2021, ISBN: 9789526918358.
Abstract | Tags: Billie Jean King, Feminism, Inequality, Serena Williams, Sports, Star image, Suzanne Lenglen
@article{Kolamo2021,
title = {Naisten tennis tasa-arvokamppailun pelikenttänä: Tarkastelussa Suzanne Lenglenin, Billie Jean Kingin ja Serena Williamsin tähtikuvat},
author = {Sami Kolamo and Riikka Turtiainen},
isbn = {9789526918358},
year = {2021},
date = {2021-01-01},
journal = {Suomen Urheiluhistoriallisen Seuran Vuosikirja},
volume = {2021},
pages = {95 - 119},
abstract = {Women’s tennis has a long tradition in the struggles for gender equality. In the article we study three female tennis stars from the different eras. They are Suzanne Lenglen in the 1920s, Billie Jean King in the 1970s and Serena Williams whose career has lasted for the past twenty years. Our analysis is based on a theoretical reading: we utilize the feminist methodology and Richard Dyer’s views on star images. Our source material consists of historical accounts as well as biographies, documentary and social media texts.
Lenglen can be called as a sporty flapper who revolutionize the style of playing and dressing in women’s tennis. She acted as liberating force in the era in which the rules and style of Victorian society still affected women’s daily life. Like Lenglen, also Billie Jean King emphasized the importance of professionalism. King was the most influential feminist-athlete in the 1970s. The establishment of the pro tour can be considered as her greatest achievement in women’s tennis. Serena Williams has fought, in particular, for the rights of black women. She has also repeatedly spoken about improving the status of female athletes. In her activism for equality and non-discrimination, Williams has taken the advantage of social media. However, as the multiple othering of Williams indicates, there is still abundantly obstacles along the way to gender equality in the world of sport, as well as in society at large.},
keywords = {Billie Jean King, Feminism, Inequality, Serena Williams, Sports, Star image, Suzanne Lenglen},
pubstate = {published},
tppubtype = {article}
}
Lenglen can be called as a sporty flapper who revolutionize the style of playing and dressing in women’s tennis. She acted as liberating force in the era in which the rules and style of Victorian society still affected women’s daily life. Like Lenglen, also Billie Jean King emphasized the importance of professionalism. King was the most influential feminist-athlete in the 1970s. The establishment of the pro tour can be considered as her greatest achievement in women’s tennis. Serena Williams has fought, in particular, for the rights of black women. She has also repeatedly spoken about improving the status of female athletes. In her activism for equality and non-discrimination, Williams has taken the advantage of social media. However, as the multiple othering of Williams indicates, there is still abundantly obstacles along the way to gender equality in the world of sport, as well as in society at large.
2020
Apperley, Thomas H.; Gray, Kishonna L.
Digital Divides and Structural Inequalities: Exploring the Technomasculine Culture of Gaming Book Section
In: Kowert, Rachel; Quandt, Thorsten (Ed.): The Video Game Debate 2: Revisiting the Physical, Social, and Psychological Effects of Video Games, pp. 41-52, Routledge, 2020, ISBN: 978-0-367-36694-0.
Abstract | Links | Tags: Critical race theory, Cultural studies, Discrimination, Feminism, Inequality, Technomasculinity
@incollection{Apperley2020,
title = {Digital Divides and Structural Inequalities: Exploring the Technomasculine Culture of Gaming},
author = {Thomas H. Apperley and Kishonna L. Gray},
editor = {Rachel Kowert and Thorsten Quandt},
url = {http://urn.fi/URN:NBN:fi:tuni-202101221639},
doi = {10.4324/9780429351815},
isbn = {978-0-367-36694-0},
year = {2020},
date = {2020-11-30},
booktitle = {The Video Game Debate 2: Revisiting the Physical, Social, and Psychological Effects of Video Games},
pages = {41-52},
publisher = {Routledge},
abstract = {This chapter builds on prior work on the discrimination and inequalities that characterize digital game cultures, drawing on work from cultural studies, critical race scholarship, and feminism. It focuses on how the dominant default able-bodied, anglophone, cis-het, white technomasculine culture of gaming shapes the gaming experiences of people who do not conform to the hegemonic norms that culture has established. The chapter illustrates the historical impact of technomasculinity on inequality and discrimination in the diffusion of gaming technology through a discussion of the how early adopters of Microsoft Xbox Live services impacted the experiences of Black users. The wider influence of technomasculinity on online and gaming cultures is further elaborated through the #gamergate
controversy. Finally, the chapter considers how the tactical responses from marginalized communities continue to challenge the hegemonic technomasculinity of gaming culture. This chapter argues that an examination of inequality in digital play demonstrates the need to shift the dialogue around
digital inequality beyond simply “access” to more nuanced understanding of the various matrices of exclusion that people deal with when using gaming technologies.},
keywords = {Critical race theory, Cultural studies, Discrimination, Feminism, Inequality, Technomasculinity},
pubstate = {published},
tppubtype = {incollection}
}
controversy. Finally, the chapter considers how the tactical responses from marginalized communities continue to challenge the hegemonic technomasculinity of gaming culture. This chapter argues that an examination of inequality in digital play demonstrates the need to shift the dialogue around
digital inequality beyond simply “access” to more nuanced understanding of the various matrices of exclusion that people deal with when using gaming technologies.
