Blurring the boundaries: Using Gamergate to examine “real” and symbolic violence against women in contemporary gaming culture
暂无分享,去创建一个
[1] Amanda C. Cote. “I Can Defend Myself” , 2017, Games Cult..
[2] Adrienne Massanari,et al. #Gamergate and The Fappening: How Reddit’s algorithm, governance, and culture support toxic technocultures , 2017, New Media Soc..
[3] Andrea Braithwaite,et al. It’s About Ethics in Games Journalism? Gamergaters and Geek Masculinity , 2016 .
[4] Tobias Greitemeyer,et al. Violent Video Games and Reciprocity , 2016, Commun. Res..
[5] Steven Malliet,et al. How male young adults construe their playing style in violent video games , 2015, New Media Soc..
[6] A. Drummond,et al. Violent video games: The effects of narrative context and reward structure on in-game and postgame aggression. , 2015, Journal of experimental psychology. Applied.
[7] Nicholas Taylor,et al. Playing With Our Selves , 2015 .
[8] S. Chess,et al. A Conspiracy of Fishes, or, How We Learned to Stop Worrying About #GamerGate and Embrace Hegemonic Masculinity , 2015 .
[9] Rachel McDonnell,et al. White Man’s Virtual World: A Systematic Content Analysis of Gender and Race in Massively Multiplayer Online Games , 2014 .
[10] Jesse Fox,et al. Sexism in online video games: The role of conformity to masculine norms and social dominance orientation , 2014, Comput. Hum. Behav..
[11] T. Greitemeyer,et al. Video Games Do Affect Social Outcomes , 2014, Personality & social psychology bulletin.
[12] Steve Jacobs. Raising the Stakes: E-Sports and the Professionalization of Computer Gaming , 2014 .
[13] Tobias Greitemeyer,et al. Violent Video Games and Reciprocity : The Attenuating Effects of Cooperative Game Play on Subsequent Aggression , 2014 .
[14] Kathryn M. Olson. An Epideictic Dimension of Symbolic Violence in Disney's Beauty and the Beast: Inter-Generational Lessons in Romanticizing and Tolerating Intimate Partner Violence , 2013 .
[15] Kishonna Gray,et al. Collective Organizing, Individual Resistance, or Asshole Griefers? An Ethnographic Analysis of Women of Color In Xbox Live , 2013 .
[16] C. Anderson,et al. Violent Video Games, Delinquency, and Youth Violence , 2013 .
[17] Lisa Nakamura,et al. Race after the internet , 2013 .
[18] Mia Consalvo,et al. Confronting Toxic Gamer Culture: A Challenge for Feminist Game Studies Scholars , 2012 .
[19] Anastasia Salter,et al. Hypermasculinity & Dickwolves: The Contentious Role of Women in the New Gaming Public , 2012 .
[20] Taina Bucher,et al. Want to be on the top? Algorithmic power and the threat of invisibility on Facebook , 2012, New Media Soc..
[21] Kishonna L. Gray,et al. INTERSECTING OPPRESSIONS AND ONLINE COMMUNITIES , 2012 .
[22] Stephanie Fisher,et al. Disrupting the Gender Order: Leveling Up and Claiming Space in an After-School Video Game Club , 2011 .
[23] J. Jenson,et al. Girls@Play , 2011 .
[24] Suzanne de Castell,et al. Cheerleaders/booth babes/ Halo hoes: pro-gaming, gender and jobs for the boys , 2009, Digit. Creativity.
[25] Scott E. Caplan,et al. Looking for Gender: Gender Roles and Behaviors Among Online Gamers , 2009 .
[26] James D. Ivory,et al. The virtual census: representations of gender, race and age in video games , 2009, New Media Soc..
[27] P. Farmer,et al. Global health in times of violence , 2009 .
[28] Stephanie Fisher,et al. Girls playing games: rethinking stereotypes , 2007, Future Play.
[29] Monica K. Miller,et al. Gender Differences in Video Game Characters’ Roles, Appearances, and Attire as Portrayed in Video Game Magazines , 2007 .
[30] C. Ferguson. Evidence for publication bias in video game violence effects literature: A meta-analytic review , 2007 .
[31] C. Anderson,et al. The effect of video game violence on physiological desensitization to real-life violence. , 2007 .
[32] Dmitri Williams,et al. Internet Fantasy Violence: A Test of Aggression in an Online Game , 2005 .
[33] Kamala O. Norris. Gender Stereotypes, Aggression, and Computer Games: An Online Survey of Women , 2004, Cyberpsychology Behav. Soc. Netw..
[34] Kyung-Man Kim. Can Bourdieu’s Critical Theory Liberate us from the Symbolic Violence? , 2004 .
[35] C. Anderson. An update on the effects of playing violent video games. , 2004, Journal of adolescence.
[36] G. Ritzer. The Blackwell companion to major contemporary social theorists , 2003 .
[37] V. Mottier,et al. Masculine domination , 2002 .
[38] S. Ramsay. Violence , 2000, The Lancet.
[39] J. C. Dill,et al. VIDEO GAME VIOLENCE: A REVIEW OF THE EMPIRICAL LITERATURE , 1998 .
[40] T. Dietz. An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior , 1998 .
[41] C. Shilling. The Undersocialised Conception of the Embodied Agent in Modern Sociology , 1997 .
[42] P. Bourdieu,et al. 实践与反思 : 反思社会学导引 = An invitation to reflexive sociology , 1994 .
[43] P. Bourdieu,et al. Language and Symbolic Power , 1991 .
[44] Paul DiMaggio. On Pierre Bourdieu , 1979, American Journal of Sociology.