Toxic Geek Masculinity in Media

Toxic Geek Masculinity in Media
Title Toxic Geek Masculinity in Media PDF eBook
Author Anastasia Salter
Publisher Springer
Total Pages 219
Release 2017-11-08
Genre Language Arts & Disciplines
ISBN 3319660772

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This book examines changing representations of masculinity in geek media, during a time of transition in which “geek” has not only gone mainstream but also become a more contested space than ever, with continual clashes such as Gamergate, the Rabid and Sad Puppies’ attacks on the Hugo Awards, and battles at conventions over “fake geek girls.” Anastasia Salter and Bridget Blodgett critique both gendered depictions of geeks, including shows like Chuck and The Big Bang Theory, and aspirational geek heroes, ranging from the Winchester brothers of Supernatural to BBC’s Sherlock and the varied superheroes of the Marvel Cinematic Universe. Through this analysis, the authors argue that toxic masculinity is deeply embedded in geek culture, and that the identity of geek as victimized other must be redefined before geek culture and media can ever become an inclusive space.

Gaming Masculinity

Gaming Masculinity
Title Gaming Masculinity PDF eBook
Author Megan Condis
Publisher University of Iowa Press
Total Pages 151
Release 2018-05-01
Genre Social Science
ISBN 1609385667

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In 2016, a female videogame programmer and a female journalist were harassed viciously by anonymous male online users in what became known as GamerGate. Male gamers threatened to rape and kill both women, and the news soon made international headlines, exposing the level of abuse that many women and minorities face when participating in the predominantly male online culture. Gaming Masculinity explains how the term “gamer” has been constructed in the popular imagination by a core group of male online users in an attempt to shore up an embattled form of geeky masculinity. This latest form of toxicity comes at a moment of upheaval in gaming culture, as women, people of color, and LGBTQ individuals demand broader access and representation online. Paying close attention to the online practices of trolling and making memes, author Megan Condis demonstrates that, despite the supposedly disembodied nature of life online, performances of masculinity are still afforded privileged status in gamer culture. Even worse, she finds that these competing discourses are not just relegated to the gaming world but are creating rifts within the culture at large, as witnessed by the direct links between the GamerGate movement and the recent rise of the alt-right during the last presidential election. Condis asks what this moment can teach us about the performative, collaborative, and sometimes combative ways that American culture enacts race, gender, and sexuality. She concludes by encouraging designers and those who work in the tech industry to think about how their work might have, purposefully or not, been developed in ways that are marked by gender.

Fake Geek Girls

Fake Geek Girls
Title Fake Geek Girls PDF eBook
Author Suzanne Scott
Publisher NYU Press
Total Pages 302
Release 2019-04-16
Genre Social Science
ISBN 1479879576

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Reveals the systematic marginalization of women within pop culture fan communities When Ghostbusters returned to the screen in 2016, some male fans of the original film boycotted the all-female adaptation of the cult classic, turning to Twitter to express their disapproval and making it clear that they considered the film’s “real” fans to be white, straight men. While extreme, these responses are far from unusual, with similar uproars around the female protagonists of the new Star Wars films to full-fledged geek culture wars and harassment campaigns, as exemplified by the #GamerGate controversy that began in 2014. Over the past decade, fan and geek culture has moved from the margins to the mainstream as fans have become tastemakers and promotional partners, with fan art transformed into official merchandise and fan fiction launching new franchises. But this shift has left some people behind. Suzanne Scott points to the ways in which the “men’s rights” movement and antifeminist pushback against “social justice warriors” connect to new mainstream fandom, where female casting in geek-nostalgia reboots is vilified and historically feminized forms of fan engagement—like cosplay and fan fiction—are treated as less worthy than male-dominant expressions of fandom like collection, possession, and cataloguing. While this gender bias harkens back to the origins of fandom itself, Fake Geek Girls contends that the current view of women in fandom as either inauthentic masqueraders or unwelcome interlopers has been tacitly endorsed by Hollywood franchises and the viewer demographics they selectively champion. It offers a view into the inner workings of how digital fan culture converges with old media and its biases in new and novel ways.

Superheroes and Masculinity

Superheroes and Masculinity
Title Superheroes and Masculinity PDF eBook
Author Sean Parson
Publisher Rowman & Littlefield
Total Pages 154
Release 2019-10-24
Genre Social Science
ISBN 1498591507

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Superheroes and Masculinity: Unmasking the Gender Performance of Heroism explores how heteropatriarchal representations of gender are portrayed within superhero comics, film, and television. The contributors examine how hegemonic masculinity has been continually perpetuated and reinforced within the superhero genre and unpack concise critiques of specific superhero representations, the industry, and the fan base at large. However, Superheroes and Masculinity also argues that possibilities of resistance and change are embedded within these problematic portrayals. To this end, several chapters explore alternative portrayals of queerness within superhero representations and read the hegemonic masculinity of various characters against the grain to produce queer possibilities. Ultimately, this collection argues that the quest to unmask how gender operates within superheroes is a crucial one.

Hot Tubs and Pac-Man

Hot Tubs and Pac-Man
Title Hot Tubs and Pac-Man PDF eBook
Author Anne Ladyem McDivitt
Publisher Walter de Gruyter GmbH & Co KG
Total Pages 148
Release 2020-10-12
Genre History
ISBN 3110668572

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This work looks at the gendered nature of the US video gaming industry. Although there were attempts to incorporate women into development roles and market towards them as players, the creation of video games and the industry began in a world strongly gendered male. The early 1980s saw a blip of hope that the counter-cultural industry focused on fun would begin to include women, but after the video game industry crash, this free-wheeling freedom of the industry ended along with the beginnings of the inclusion of women. Many of the threads that began in the early years continued or have parallels with the modern video game industry. The industry continues to struggle with gender relations in the workplace and with the strongly gendered male demographic that the industry perceives as its main market.

A Portrait of the Auteur as Fanboy

A Portrait of the Auteur as Fanboy
Title A Portrait of the Auteur as Fanboy PDF eBook
Author Anastasia Salter
Publisher Univ. Press of Mississippi
Total Pages 187
Release 2020-10-16
Genre Social Science
ISBN 1496830482

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Increasingly over the past decade, fan credentials on the part of writers, directors, and producers have come to be seen as a guarantee of quality media making—the “fanboy auteur.” Figures like Joss Whedon are both one of “us” and one of “them.” This is a strategy of marketing and branding—it is a claim from the auteur himself or industry PR machines that the presence of an auteur who is also a fan means the product is worth consuming. Such claims that fan credentials guarantee quality are often contested, with fans and critics alike rejecting various auteur figures as the true leader of their respective franchises. That split, between assertions of fan and auteur status and acceptance (or not) of that status, is key to unravelling the fan auteur. In A Portrait of the Auteur as Fanboy: The Construction of Authorship in Transmedia Franchises, authors Anastasia Salter and Mel Stanfill examine this phenomenon through a series of case studies featuring fanboys. The volume discusses both popular fanboys, such as J. J. Abrams, Kevin Smith, and Joss Whedon, as well as fangirls like J. K. Rowling, E L James, and Patty Jenkins, and dissects how the fanboy-fangirl auteur dichotomy is constructed and defended by popular media and fans in online spaces, and how this discourse has played in maintaining the exclusionary status quo of geek culture. This book is particularly timely given current discourse, including such incidents as the controversy surrounding Joss Whedon’s so-called feminism, the publication of Harry Potter and the Cursed Child, and contestation over authorial voices in the DC cinematic universe, as well as broader conversations about toxic masculinity and sexual harassment in Hollywood.

Flash

Flash
Title Flash PDF eBook
Author Anastasia Salter
Publisher MIT Press
Total Pages 191
Release 2014-08-29
Genre Computers
ISBN 0262028026

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How Flash rose and fell as the world's most ubiquitous yet divisive software platform, enabling the development and distribution of a world of creative content. Adobe Flash began as a simple animation tool and grew into a multimedia platform that offered a generation of creators and innovators an astonishing range of opportunities to develop and distribute new kinds of digital content. For the better part of a decade, Flash was the de facto standard for dynamic online media, empowering amateur and professional developers to shape the future of the interactive Web. In this book, Anastasia Salter and John Murray trace the evolution of Flash into one of the engines of participatory culture. Salter and Murray investigate Flash as both a fundamental force that shaped perceptions of the web and a key technology that enabled innovative interactive experiences and new forms of gaming. They examine a series of works that exemplify Flash's role in shaping the experience and expectations of web multimedia. Topics include Flash as a platform for developing animation (and the “Flashimation” aesthetic); its capacities for scripting and interactive design; games and genres enabled by the reconstruction of the browser as a games portal; forms and genres of media art that use Flash; and Flash's stance on openness and standards—including its platform-defining battle over the ability to participate in Apple's own proprietary platforms. Flash's exit from the mobile environment in 2011 led some to declare that Flash was dead. But, as Salter and Murray show, not only does Flash live, but its role as a definitive cross-platform tool continues to influence web experience.