Masculine Pleasures as Normalized Practices: Character Design in the Video Game Industry. Issue 3 (May 2022)
- Record Type:
- Journal Article
- Title:
- Masculine Pleasures as Normalized Practices: Character Design in the Video Game Industry. Issue 3 (May 2022)
- Main Title:
- Masculine Pleasures as Normalized Practices: Character Design in the Video Game Industry
- Authors:
- Tompkins, Jessica E.
Martins, Nicole - Abstract:
- Scholars have extensively studied video game labor practices (e.g., Bulut, E. (2015). Glamor above, precarity below: Immaterial labor in the video game industry. Critical Studies in Media Communication, 32(3), 193-207.https://doi.org/10.1080/15295036.2015.1047880, Bulut, E. (2020). White masculinity, creative desires, and production ideology in video game development. Games and Culture, 16, 1555412020939873; Banks, J. (2013). Co-creating videogames . New York, NY: Bloomsbury Publishing; Kerr, A. (2010). The culture of gamework. In M. Deuze (Ed), Managing Media Work (pp. 225-236). London: Sage; O'Donnell (2009). The everyday lives of video game developers: Experimentally understanding underlying systems/structures. Transformative Works and Cultures, 2.https://doi.org/10.3983/twc.2009.0073, O'Donnell (2014). Developer's dilemma: The secret world of videogame creators . Cambridge, MA: MIT press; Johnson, R. S. (2013). Toward greater production diversity. Games and Culture, 8(136), 136-160.https://doi.org/10.1177/1555412013481848, Johnson, R. (2014). Hiding in plain sight: Reproducing masculine culture at a video game studio. Communication, Culture & Critique, 7, 578-594.https://doi.org/10.1111/cccr.12023 ); yet, few have exclusively examined the process of character design (e.g., Srauy, S. (2017). Professional norms and race in the North American video game industry. Games and Culture, 14, 478-497.https://doi.org/10.1177/1555412017708936 ). Using a grounded theory analysis ofScholars have extensively studied video game labor practices (e.g., Bulut, E. (2015). Glamor above, precarity below: Immaterial labor in the video game industry. Critical Studies in Media Communication, 32(3), 193-207.https://doi.org/10.1080/15295036.2015.1047880, Bulut, E. (2020). White masculinity, creative desires, and production ideology in video game development. Games and Culture, 16, 1555412020939873; Banks, J. (2013). Co-creating videogames . New York, NY: Bloomsbury Publishing; Kerr, A. (2010). The culture of gamework. In M. Deuze (Ed), Managing Media Work (pp. 225-236). London: Sage; O'Donnell (2009). The everyday lives of video game developers: Experimentally understanding underlying systems/structures. Transformative Works and Cultures, 2.https://doi.org/10.3983/twc.2009.0073, O'Donnell (2014). Developer's dilemma: The secret world of videogame creators . Cambridge, MA: MIT press; Johnson, R. S. (2013). Toward greater production diversity. Games and Culture, 8(136), 136-160.https://doi.org/10.1177/1555412013481848, Johnson, R. (2014). Hiding in plain sight: Reproducing masculine culture at a video game studio. Communication, Culture & Critique, 7, 578-594.https://doi.org/10.1111/cccr.12023 ); yet, few have exclusively examined the process of character design (e.g., Srauy, S. (2017). Professional norms and race in the North American video game industry. Games and Culture, 14, 478-497.https://doi.org/10.1177/1555412017708936 ). Using a grounded theory analysis of 19 interviews with games designers and developers, this work complements existing research with insights on how gender and gendered interactions, technologies, audiences, market logics, and corporate culture integrate and influence character design practices. We found that technological affordances (e.g., game engines and related software; see Whitson, J. R. (2018). Voodoo software and boundary objects in game development: How developers collaborate and conflict with game engines and art tools. New Media & Society, 20, 2315-2332) converged with the masculine, heteronormative identities of game developers to shape normalized valued practices for character design, resulting in formulaic tropes that generally appealed to a masculine audience. Changes in status quo character design were attributed to diversity-conscious individuals, who operated within organizational practices privileging proven formulas over innovative designs. … (more)
- Is Part Of:
- Games and culture. Volume 17:Issue 3(2022)
- Journal:
- Games and culture
- Issue:
- Volume 17:Issue 3(2022)
- Issue Display:
- Volume 17, Issue 3 (2022)
- Year:
- 2022
- Volume:
- 17
- Issue:
- 3
- Issue Sort Value:
- 2022-0017-0003-0000
- Page Start:
- 399
- Page End:
- 420
- Publication Date:
- 2022-05
- Subjects:
- video game characters -- game design -- game labor -- organizational culture -- grounded theory -- avatars
Games -- Social aspects -- Periodicals
Video games -- Social aspects -- Periodicals
Computer games -- Social aspects -- Periodicals
Interactive multimedia -- Social aspects -- Periodicals
303.4834 - Journal URLs:
- http://gac.sagepub.com/ ↗
http://journals.sagepub.com/home/gac ↗
http://www.uk.sagepub.com ↗ - DOI:
- 10.1177/15554120211034760 ↗
- Languages:
- English
- ISSNs:
- 1555-4120
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - BLDSS-3PM
British Library HMNTS - ELD Digital store - Ingest File:
- 20077.xml