Jenson Jennifer, de Castell Suzanne
York University, Toronto, Ontario, Canada.
University of Ontario Institute of Technology, Oshawa, Ontario, Canada.
Games Cult. 2018 Nov;13(7):728-746. doi: 10.1177/1555412018755913. Epub 2018 Mar 12.
The designation "gamer" is structurally bound to networked economies of digital play that are rewarded fiscally, socially, and publically, an order of play that is proving difficult to overturn. That girls and women have enjoyed at best marginal positions within video game cultures is by now well recognized, yet at the very same time is too easily dismissed in light of persuasively documented increases in the numbers of women who play. This article traces a large-scale transformation of ludic engagement from participation to spectatorship that parallels the professionalizing and commodifying of traditionally embodied sports, games, and play to demonstrate how new and emerging economies of gameplay, far from opening up the playing field, threaten a further entrenchment of gendered relations.
“玩家”这一称谓在结构上与数字游戏的网络经济紧密相连,这种经济在财政、社会和公众层面都能带来回报,这样一种游戏秩序已被证明难以颠覆。女孩和女性在电子游戏文化中充其量处于边缘地位,这一点如今已得到广泛认可,但与此同时,鉴于有确凿记录表明玩游戏的女性数量在增加,这一现象又很容易被忽视。本文追溯了从参与到旁观的游戏参与形式的大规模转变,这与传统实体体育、游戏和玩耍的专业化和商品化过程相平行,以说明新兴的游戏经济远非开辟公平竞争环境,反而有可能加剧性别关系的固化。