«Who’s the girl now?»The #GamerGrrrl togetherness on TikTok
ISSN: 2174-1859
Year of publication: 2024
Issue Title: Disinformation and media trust
Volume: 14
Issue: 2
Pages: 265-293
Type: Article
More publications in: Index.comunicación: Revista científica en el ámbito de la Comunicación Aplicada
Abstract
Despite research highlighting the prevalence of sexism towards women in the video game industry, the resistance discourse of newer generations of gamer girls has been largely overlooked. This study focuses on the TikTok posts of gamer girls, who purposefully assume various «gamer girl» personas to challenge prevailing stereotypes within gaming communities. Embracing the principles of the Riot Grrrl manifesto, the research involves an examination of 161 TikTok videos featuring the #GamerGirl hashtag. The analysis explores how these gamer girls use the platform to construct an affective discourse, shedding light on the sexism and harassment they experience in gaming culture. Through their creative and ironic performances, these young women effectively subvert traditional norms, posing a direct challenge to the male-dominated narrative pervasive in the gaming industry. This dynamic fosters a gamer Grrrl togetherness subculture on TikTok, wherein these individuals playfully employ ludic caricaturization to diminish the significance of their gender in their interactions with other gamers.
Bibliographic References
- ABIDIN, C. (2016). Visibility labour: Engaging with influencers’ fashion brands and #OOTD advertorial campaigns on Instagram. Media International Australia, 161(1), 86–100. https://doi.org/10.1177/1329878X16665177
- AUSTIN, J. (2022). “I suppose I’ll be patching you up, as usual”: Women’s roles and normative femininity in a team-based video game. New Media & Society, 24(5), 1116–1132. https://doi.org/10.1177/1461444820972396
- ANSARI, R., JAFFAR, B. A., RIAZ, S., JEET-KAUR, M. & MUSHTAW, A. (2019). Datamining to alert the formation of women objectification stereotypes in video games. In IEEE staff (Ed.), 2019 Amity International Conference on Artificial Intelligence (AICAI) (pp. 521–526). Piscataway: IEEE. https://doi.org/10.1109/AICAI.2019.8701256
- BAKARDJIEVA, M. (2003). Virtual togetherness: An everyday-life perspective. Media, Culture & Society, 25, 291–313. https://doi.org/10.1177/0163443703025003001
- BEAVIS, C. & CHARLES, C. (2007). Would the ‘real’ girl gamer please stand up? Gender, LAN cafés and the reformulation on the ‘girl’ gamer. Gender and Education, 19(6), 691–705. https://doi.org/10.1080/09540250701650615
- CASSELL, J. & JENKINS, H. (2000). From Barbie® to Mortal Kombat: Gender and computer games. Cambridge: The MIT Press.
- CARR, D. (2007). Contexts, pleasures and preferences: Girls playing computer games. In S. Weber & S. Dixon (Eds.), Growing up online (pp. 151–160). New York: Palgrave Macmillan. https://doi.org/10.1057/9780230607019_10
- CONSALVO, M. (2012). Confronting toxic gamer culture: A challenge for feminist game studies scholars. Ada: A Journal of Gender, New Media, and Technology, 1(1), 1–6. https://doi.org/10.7264/N33X84KH
- DE CASTELL, S. & SKARDZIUS, K. (2019). Speaking in public: What women say about working in the video game industry. Television & New Media, 20(8), 836–847. https://doi.org/10.1177/1527476419851078
- DE-PAULA, B. (2021). Exploring game grammars: A sociosemiotic account of young people’s game-making practices. Visual Communication, 0, 1–20. https://doi.org/10.1177/14703572211027214
- DOWELL, N. (2022). A gamer girl’s account on interacting with feminism in video games. Journal of Feminist Scholarship, 20(20), 77–79. https://doi.org/10.23860/jfs.2022.20.09
- EKLUND, L. (2011). Doing gender in cyberspace: The performance of gender by female World of Warcraft players. Convergence, 17(3), 323–342. https://doi.org/10.1177/1354856511406472
- ESTABLÉS, M. J., GUERRERO-PICO, M. & CONTRERAS-ESPINOSA, R. S. (2019). Gamers, writers and social media influencers: Professionalisation processes amont teenagers. Revista Latina de Comunicación Social, 74, 214–236. https://doi.org/10.4185/RLCS-2019-1328en
- GLASER, B. G. & STRAUSS, A. L. (2017). The discovery of grounded theory. Strategies for qualitative research. London: Routledge. https://doi.org/10.4324/9780203793206
- HARRISON, R. L., DRENTEN, J. M. & PENDARVIS, N. (2017). Gamer girls: Navigating a subculture of gender inequality. Research in Consumer Behavior: Consumer Culture Theory, 18, 47–64. https://doi.org/10.1108/S0885-211120160000018004
- HARVEY, A. (2020). Feminist media studies. Cambridge: Polity Press.
- HEBDIGE, D. (1979). Subculture. The meaning of style. London and New York: Routledge.
- JAFFAR, B. A., RIAZ, S. & MUSHTAQ, A. (2019). Living in a moment: Impact of TikTok on influencing younger generation into micro-fame. Journal of Content, Community and Communication, 10(5), 187–194. https://doi.org/10.31620/JCCC.12.19/19
- JAGODZINSKI, J. (2005). The good witch-bitch: Grrrl power as the desublimated ugly aesthetic. In J. Jagodzinski (Ed.), Music in youth culture. A Lacanian approach (pp. 203–215). New York: Palgrave Macmillan. https://doi.org/10.1057/9780230601390_14
- JENNINGS, K. (2013). Gaming and gender: A revolution in gender roles. In J. Lloyd et al. (Eds.), Plug-in and live: Voices from the digital natives (pp. 15–17). Dr. Alecea Standlee.
- KAFAI, Y. B. (2008). Gender play in a tween gaming club. In Y. B. Kafai, C. Heeter, J. Denner & J. Y. Sun (Eds.), Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming (pp. 111–124). Cambridge: The MIT Press. https://doi.org/10.7551/mitpress/7477.003.0012
- KIVIJÄRVI, M. & KATILA, S. (2022). Becoming a gamer: Performative construction of gendered gamer identities. Games and Culture, 17(3), 461–481. https://doi.org/10.1177/15554120211042260
- LYKES, B. (1985). Gender and individualistic vs. collectivist bases for notions about the self. Journal of Personality, 53(2), 356–383. https://doi.org/10.1111/j.1467-6494.1985.tb00370.x
- MARCUS, S. (2010). Girls to the front. The true story of the Riot Grrrl revolution. New York: Harper Perennial.
- MARKHAM, A. (2012). Fabrication as ethical practice. Qualitative inquiry in ambiguous Internet contexts. Information, Communication & Society, 15(3), 334–353. https://doi.org/10.1080/1369118X.2011.641993
- NOONEY, L. (2013). A pedestal, a table, a love letter: Archeologies of gender in videogame history. The International Journal of Computer Game Research, 13(2), 1–20.
- OATES, B. A. (2020). Gender roles and expectations as a part of the “gamer” identity and experience. Recuperado de https://bit.ly/3R7m9eM
- PAAßEN, B., MORGENROTH, T. & STRATEMEYER, M. (2017). What is a true gamer? The male gamer stereotype and the marginalization of women in video game culture. Sex Roles, 76(7–8), 421–435. https://doi.org/10.1007/s11199-016-0678-y
- POW, W. (2019). Outside of the folder, the box, the archive. Moving toward a reparative video game history. ROMchip, A Journal of Game Histories, 1(1), 1–3.
- POW, W. (2021). A trans historiography of glitches and errors. Media, Culture & Communication, 7(1), 197–230. https://doi.org/10.1525/fmh.2021.7.1.197
- RIOT GRRRL MANIFESTO. (1991). RIOT GRRRL Manifesto. Bikini Kill Zine 2. Recuperado de https://bit.ly/2oITvb1
- RUBERG, B. (2018). Not gay as in happy: Queer resistance and video games. Game Studies, 18(3).
- RUBERG, B., CULLEN, A. L. L. & BREWSTER, K. (2019). Nothing but a “titty streamer”: Legitimacy, labor, and the debate over women’s breasts in video game live streaming. Critical Studies in Media Communication, 36(5), 466–481. https://doi.org/10.1080/15295036.2019.1658886
- RUOTSALAINEN, M. (2022). “Cute goddess in actually an aunty”: The evasive middle-aged woman streamer and normative performances of femininity in video game streaming. Television & New Media, 23(5), 487–497. https://doi.org/10.1177/15274764221080962
- RUŽIĆ-BAF, M., STRNAK, H. & DEBELJUH, A. (2016). Online video games and young people. International Journal of Research in Education and Science, 2(1), 94–103. https://doi.org/10.21890/ijres.19610
- SCOTT, S. (2019). Fake geek girls. Fandom, gender, and the convergence culture industry. New York: New York University Press. https://doi.org/10.18574/nyu/9781479838608.001.0001
- SCHOTT, G. R. & HORRELL, K. R. (2000). Girl gamers and their relationship with the gaming culture. Convergence, 6(4), 36–53. https://doi.org/10.1177/135485650000600404
- SCHLEINER, A. M. (2001). Does Lara Croft wear fake polygons? Gender and gender-role subversion in computer adventure games. Leonardo, 34(3), 221–226. https://doi.org/10.1162/002409401750286976
- SHAW, A. (2010). What is video game culture? Cultural studies and game studies. Games and Culture, 5(4), 403–424. https://doi.org/10.1177/1555412009360414
- SHAW, A. (2011). Do you identify as a gamer? Gender, race, sexuality, and gamer identity. New Media & Society, 14(1), 28–44. https://doi.org/10.1177/1461444811410394
- SHAW, A. (2013). On not becoming gamers: Moving beyond the constructed audience. Ada: A Journal of Gender, New Media, and Technology, 2, 1–22.
- SHAW, A. & FRIESEM, E. (2016). Where is the queerness in games? Types of lesbian, gay, bisexual, transgender, and queer content in digital games. International Journal of Communication, 10, 3877–3889
- TAYLOR, T. L. (2021). Watch me play: Twitch and the rise of game live streaming. Princenton: Princenton University Press.
- TIKTOK. (2021). Thanks a billion! Recuperado de https://bit.ly/3XQIv6s
- TRAN, C. H. (2022). “Never battle alone”: Egirls and the gender(ed) war on video game live streaming as “real” work. Television & New Media, 23(5), 509–520. https://doi.org/10.1177/15274764221080930
- TULLOCH. R-, HOAD, C. & YOUNG, H. (2019). Riot grrrl gaming: Gender, sexuality, race, and the politics of choice in Gone Home. Continuum, 33(3), 337–350. https://doi.org/10.1080/10304312.2019.1567685
- VERMEULEN, L., VAN-BAUWEL, S. & VAN-LOOY, J. (2017). Tracing female gamer identity. An empirical study into gender and stereotype threat perceptions. Computers in Human Behavior, 71, 90–98. https://doi.org/10.1016/j.chb.2017.01.054
- VILASÍS-PAMOS, J. & PÉREZ-LATORRE, O. (2022). Gamer identity and social class: An analysis of Barcelona teenagers’ discourses on videogame culture and gaming practices. International Journal of Communication, 16, 5864–5884.
- XUEJING-YAO, S., EWOLDSEN, D. R., ELLITHORPE, M. E. & VAN-DER-HEIDE, B. (2022). Gamer girl vs. Girl gamer: Stereotypical gamer traits increase men’s play intention. Computers in Human Behavior, 131, 1–9. https://doi.org/10.1016/j.chb.2022.107217
- YAO, S. X., EWOLDSEN, D. R., ELLITHORPE, M. E., VAN-DER-HEIDE, B. & RHODES, N. (2022). Gamer girl vs. girl gamer: Stereotypical gamer traits increase men’s play intention. Computers in Human Behavior, 131, 107217. https://doi.org/10.1016/j.chb.2022.107217
- YATES, S. J. & LITTLETON, K. (1999). Understanding computer game cultures. A situated approach. Information, Communication & Society, 2(4), 566–583. https://doi.org/10.1080/136911899359556
- YIM, B., LEPP, A., DOWDELL, B. & BARKLEY, J. E. (2023). The gamer identity scale: A measure of self concept as a video gamer. Computers in Human Behavior, 138, 107476. https://doi.org/10.1016/j.chb.2022.107476
- YOUNG, A. & WIEDENFELD, G. (2022). A motivation analysis of video game microstreamers: “Finding my people and myself” on YouTube and Twitch. Journal of Broadcasting and Electronic Media, 66(2), 381–399. https://doi.org/10.1080/08838151.2022.2086549
- ZULLI, D. & ZULLI, D. J. (2020). Extending the Internet meme: Conceptualizing technological mimesis and imitation publics on the tiktok platform. New Media & Society, 24(8). https://doi.org/10.1177/1461444820983603