How do teens define what it means to be a gamer? Mapping teens' video game practices and cultural imaginaries from a gender and sociocultural perspective

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dc.contributor.author Vilasís-Pamos, Júlia
dc.contributor.author Pires, Fernanda
dc.date.accessioned 2025-01-30T15:53:24Z
dc.identifier.citation Vilasís-Pamos, J., i Pires, F. (2022). How do teens define what it means to be a gamer? Mapping teens’ video game practices and cultural imaginaries from a gender and sociocultural perspective. Information, Communication & Society, 25(12), 1735-1751. https://doi.org/https://doi.org/10.1080/1369118X.2021.1883705
dc.identifier.uri http://hdl.handle.net/11201/168357
dc.description.abstract [eng] This study analyses how gender and socioeconomic characteristics permeate teens’ discourses when they define what it means to be a gamer. Video games have become a reference framework for teenagers, in which gaming practices may be important parts of their identity and social context. In addition, many teens see gaming as a professional possibility. This study provides five new gamer categories based on data from four focus groups carried out in Spain with teens from 12 to 16 years old. The ‘escapistgamer’ and the ‘ashamed-gamer’ categories are based on teens’ gaming practices, and the ‘celebrity-platform-gamer’, the ‘professional-gamer’ and the ‘poser-gamer’ are based on the adolescents’ cultural imaginaries and aspirations. These categories demonstrate that certain male game practices are explicit, while female game practices are silenced. Moreover, sociodemographic characteristics complexify inequalities further, resulting in a struggle against normative models of femininity and masculinity, and determining teens’ aspirations and conceptions of the video game world. Thus, the gamer categories exemplify how video games are currently playing a pivotal role in forging unequal gender and social identities. And, at the same time, these categories show how teens struggle against heteronormative values associated with the game industry.
dc.format application/pdf
dc.format.extent 1735-1751
dc.publisher Routledge
dc.relation.ispartof Information, Communication & Society, 2021, vol. 25, num. 12, p. 1735-1751
dc.rights all rights reserved
dc.subject.classification 79 - Diversions. Espectacles. Cinema. Teatre. Dansa. Jocs. Esports
dc.subject.classification 37 - Educació. Ensenyament. Formació. Temps lliure
dc.subject.classification 159.9 - Psicologia
dc.subject.other 79 - Recreation. Entertainment. Games. Sport
dc.subject.other 37 - Education
dc.subject.other 159.9 - Psychology
dc.title How do teens define what it means to be a gamer? Mapping teens' video game practices and cultural imaginaries from a gender and sociocultural perspective
dc.type info:eu-repo/semantics/article
dc.type info:eu-repo/semantics/publishedVersion
dc.type Article
dc.date.updated 2025-01-30T15:53:25Z
dc.date.embargoEndDate info:eu-repo/date/embargoEnd/2100-01-01
dc.embargo 2100-01-01
dc.rights.accessRights info:eu-repo/semantics/closedAccess
dc.identifier.doi https://doi.org/https://doi.org/10.1080/1369118X.2021.1883705


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