Intellectual Production #5: Hegemonic Play: Gatekeeping Game Culture
My initial search for additional resources:
My conclusions:
References
Choi, Y., Slaker, J. S., & Ahmad, N. (2020). Deep strike: Playing gender in the world of overwatch and the case of geguri. Feminist Media Studies, 20(8), 1128-1143. https://doi.org/10.1080/14680777.2019.1643388
Ciampaglia, S. & Richardson, K. (2017). The street arcade: Creating social justice videogames as a platform for community dialogue. Art Education 70(4), 17-20. https://doi.org/10.1080/00043125.2017.1317549
Gach, E. (2020, July 6). Ubisoft employees have ‘grave concerns’ over Toronto studio’s misconduct allegations. Kotaku. https://kotaku.com/ubisoft-employees-have-grave-concerns-over-toronto-stud-1844277486
Wilson, S. (2022, February 23). Women in gaming: The female gamers who are paving the way in a field dominated by men. The Daily Wildcat. https://www.wildcat.arizona.edu/article/2022/02/a-women-in-gaming