Abstract
In her article "Gender Identity Construction through Talk about Video Games" Sara Cole discusses the construction of gender identity in terms of experiences of digital media and interactive play. Digital literacy expresses, shares, and reaffirms gendered self-identification through experiences of video game play with narratives that either confirm or deny stereotypical biases. In-depth interviews were used to explore the effects of play practices on conceptions of masculinity and personal identity in males who grew up in the 1980s by focusing on a linguistic analysis of the pragmatics of their shared thoughts on play, fantasy, use of digital media, and violence. This investigation provides insight into the influences of fantasy and play on future perceptions of reality as well as cultural identification and in/out group formation. The study gives voice to these participants through a pragmatics of verbal discourse regarding gender identity construction as influenced by both childhood and adult experiences of interactive digital entertainment media.
Recommended Citation
Cole, Sara M.
"Gender Identity Construction through Talk about Video Games."
CLCWeb: Comparative Literature and Culture
16.5
(2014):
<https://doi.org/10.7771/1481-4374.2487>
This text has been double-blind peer reviewed by 2+1 experts in the field.
The above text, published by Purdue University Press ©Purdue University, has been downloaded 2002 times as of 01/20/25.
Included in
American Studies Commons, Comparative Literature Commons, Education Commons, European Languages and Societies Commons, Feminist, Gender, and Sexuality Studies Commons, Other Arts and Humanities Commons, Other Film and Media Studies Commons, Reading and Language Commons, Rhetoric and Composition Commons, Social and Behavioral Sciences Commons, Television Commons, Theatre and Performance Studies Commons