

These concerns rely upon and aim to reinforce gendered power dynamics, illustrating how the digital and the virtual are not independent spaces. Rather, MMOGs and their associated online environments are experienced as part of the everyday, such that feminists and feminism are treated as threats to these virtual spaces and, by extension, to the enjoyment and sociability of an implicitly broader set of shared values about gender and sex roles. This article shows how users of the online video-game The League of Legends (LoL) describe and negotiate symbolic boundaries and identity constructions. The analytic framework is based on theories of symbolic boundaries and the analytic concepts used are cultural distinctions, stereotypes and policing mechanisms. The study is based on semi-structured interviews and observations of five young adults, both genders represented, in addition to studies of the game and observations of gaming. The analyses show that game preferences, gaming styles and skills are constructed as a hierarchy, which defines what is perceived as an authentic gamer. This distinction works together with negative language and harassment in the process of excluding the feminine and female gamers, while masculine positions are allowed greater variation. Keywords: Symbolic boundaries, gender, online harassment, gaming, identity Symbolic boundaries in the virtual game feed into the social boundaries that shape the young players’ actions in the game and sense of self. Toxicity continues to have a strong presence in online environments. This is particularly true for digital entertainment like online games. Toxicity is an important topic as it impacts game development, consumption, popularity, public perception, and player health and well-being.
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Most of the existing literature on toxicity in gaming is descriptive and exploratory it often sets out to map milestones and inherent drivers of toxicity. Medium paintboard dimentions on yoworld drivers# In this article, an alternative perspective is advanced, drawing from a foundation in media and culture studies. Data (streaming online chat, user-generated content, and forum discussions) were collected daily for 4 weeks from and Steam channels about the popular online game DOTA 2. Results were processed with a content analysis relying on the driving concepts of toxicity and social affordance. The case study and related platforms were selected for their relevance and pertinence with the theme addressed. Findings point to peculiar interactive patterns in framing, supporting, and overturning toxicity and resulting harassment in these extended settings. Implications are noteworthy for scholars and practitioners who intend to shed light on how diffused audiences negotiate toxicity in digital gaming and beyond. Social Network Games (SNGs) are played via social networking sites such as Facebook. In this article, I examine some of the negative interactions that happen within SNGs that may be obscured by the assumption-driven by benevolent sexism-that these games are entirely collaborative. Drawing on posts made to an online forum devoted to YoWorld-a long-running Facebook game-I detail player frustrations with bullying and other forms of interpersonal conflict. I argue that if casual games are only ever seen as docile spaces of collaborative play, it reaffirms the gendered and stereotypical assumptions underpinning who plays SNGs and for what reasons. Furthermore, I argue that assumptions about collaborative and welcoming environments may also be setting novice players up for disappointment when they inevitably encounter anti-social behaviors within a SNG gaming community. If SNGs are framed as an easier entry point for girls and women into broader gaming cultures, it is imperative that alongside encouraging their play, we also equip them with the necessary tools to respond to the negative interactions that they might experience, thereby reducing the likelihood of their eventual disengagement from gaming. Medium paintboard dimentions on yoworld drivers#.
