References
- Beasley, Berrin, and Tracy Collins Standley. 2002. “Shirts vs. Skins: Clothing as an Indicator of Gender Role Stereotyping in Video Games.” Mass Communication & Society 5 (3): 279–293.10.1207/S15327825MCS0503_3
- Berlant, Lauren. 2011. Cruel Optimism. Durham, NC: Duke University Press.10.1215/9780822394716
- Beynon, John. 2002. Masculinities and Culture. Buckingham, UK: Open University Press.
- Blodgett, Bridget, and Anastasia Salter. 2014. “#1ReasonWhy: Game communities and the invisible woman.” Paper presented at the 9th International Conference on the Foundations of Digital Games. Foundations of Digital Games, Liberty of the Seas, Caribbean Cruise, April 3-7, 2014.
- Burgess, Melinda C. R., Steven Paul Stermer, and Stephen R. Burgess. 2007. “Sex, Lies, and Video Games: The Portrayal of Male and Female Characters on Video Game Covers.” Sex Roles 57 (5–6): 419–433.10.1007/s11199-007-9250-0
- Connell, Raewyn, and James W. Messerschmidt. 2005. “Hegemonic masculinity: Rethinking the concept.” Gender & Society 19: 829–859.10.1177/0891243205278639
- Consalvo, Mia. 2012. “Confronting Toxic Gamer Culture: A Challenge for Feminist Game Studies Scholars.” Ada: A Journal of Gender, New Media, and Technology 1. https://adanewmedia.org/2012/11/issue1-consalvo/
- Cote, Amanda C. 2015. “Writing ‘Gamers’: The Gendered Construction of Gamer Identity in Nintendo Power (1994-1999).” Games and Culture. doi:10.1177/1555412015624742.
- Cote, Amanda C. 2017. “I Can Defend Myself.” Games and Culture 12 (2): 136–155. doi:10.1177/1555412015587603.
- Dietz, Tracy L. 1998. “An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior.” Sex Roles 386 (5): 425–442.
- Dill, Karen E., and Kathryn P. Thill. 2007. “Video Game Characters and the Socialization of Gender Roles: Young People’s Perceptions Mirror Sexist Media Depictions.” Sex Roles 57 (11–12): 851–864.10.1007/s11199-007-9278-1
- Downs, Edward, and Stacy L. Smith. 2010. “Keeping Abreast of Hypersexuality: A Video Game Character Content Analysis.” Sex Roles 62 (11–12): 721–733.10.1007/s11199-009-9637-1
- Dyer-Witheford, Nick, and Greig De Peuter. 2009. Games of Empire: Global Capitalism and Video Games. Minneapolis, MN: University of Minnesota Press.
- Frye, Northrop. (1957) 2000. Anatomy of Criticism: Four Essays. Reprint. Princeton: Princeton University Press.
- Gray, Herman. 1986. “Television and the New Black Man: Black Male Images in Prime-Time Situation Comedy.” Media, Culture and Society 8: 223–242.10.1177/016344386008002007
- The Guild. 2007-2013. Directed and written by Felicia Day. YouTube webseries. https://www.youtube.com/channel/UCt9S9nd8hATsfRjRlrcyklw.
- The Guild: About the Show. 2017. https://watchtheguild.com/.
- Hall, Stuart. 1996. “Gramsci’s Relevance for the Study of Race and Ethnicity.” In Stuart Hall: Critical Dialogues in Cultural Studies, edited by K. Chen and D. Morley, 411–440. London, UK: Routledge.
- Huntemann, Nina. 2010. “Irreconcilable differences: Gender and labor in the video game workplace.” Flow. UT Austin Department of Radio, Television, and Film. https://flowtv.org/2010/01/irreconcilable-differences-gender-and-labor-in-the-video-game-workplace-nina-b-huntemann-suffolk-university/.
- Ivory, James D. 2006. “Still a Man’s Game: Gender Representation in Online Reviews of Video Games.” Mass Communication and Society 9 (1): 103–114.10.1207/s15327825mcs0901_6
- Kerr, Aphra. 2006. The Business and Culture of Digital Games: Gamework and Gameplay. London: Sage Publications.
- Kiesler, Sara, Lee Sproull, and Jacquelynne S. Eccles. 1985. “Pool Halls, Chips, and War Games: Women in the Culture of Computing.” Psychology of Women Quarterly 9 (4): 451–462.10.1111/j.1471-6402.1985.tb00895.x
- Kirkpatrick, Graeme. 2012. “Constitutive Tensions of Gaming’s Field: UK Gaming Magazines and the Formation of Gaming Culture 1981-1995.” Game Studies: The International Journal of Computer Game Research 12 (1). https://gamestudies.org/1201/articles/kirkpatrick
- Kirkpatrick, Graeme. 2015. The Formation of Gaming Culture: UK Gaming Magazines, 1981–1995. Basingstoke: Palgrave Macmillan.10.1057/9781137305107
- Kocurek, Carly A. 2015. Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade. Minneapolis, MN: University of Minnesota Press.10.5749/minnesota/9780816691821.001.0001
- MacCallum-Stewart, Esther. 2009. “‘The Street Smarts of a Cartoon Princess’. New Roles for Women in Games.” Digital Creativity 20 (4): 225–237.10.1080/14626260903290299
- Miller, Monica K., and Alicia Summers. 2007. “Gender Differences in Video Game Characters’ Roles, Appearances, and Attire as Portrayed in Video Game Magazines.” Sex Roles 57 (9–10): 733–742.10.1007/s11199-007-9307-0
- Nakamura, Lisa. 2012. ““It’s a Nigger in Here! Kill the Nigger!”.” In The International Encyclopedia of Media Studies, edited by Angharad N. Valdivia, 2–15. Oxford, UK: Blackwell Publishing Ltd.
- Nakamura, Lisa. 2017. “Racism, Sexism, and Gaming’s Cruel Optimism.” In Gaming Representation: Race, Gender, and Sexuality in Video Games, edited by Jennifer Malkowski and Treaandrea M. Russworm, 245–251. Bloomington, IN: Indiana University Press.
- Neville, Patricia. 2009. “Side-Splitting Masculinity: Comedy, Mr. Bean and the Representation of Masculinities in Contemporary Society.” Journal of Gender Studies 18 (3): 231–243.10.1080/09589230903057043
- Park, Ji Hoon, Nadine G. Gabbadon, and Ariel R. Chernin. 2006. “Naturalizing Racial Differences Through Comedy: Asian, Black, and White Views on Racial Stereotypes in Rush Hour 2.” Journal of Communication 56: 157–177.10.1111/jcom.2006.56.issue-1
- Salter, Anastasia, and Bridget Blodgett. 2012. “Hypermasculinity & Dickwolves: The Contentious Role of Women in the New Gaming Public.” Journal of Broadcasting & Electronic Media 56 (3): 401–416.10.1080/08838151.2012.705199
- Scharrer, Erica. 2004. “Virtual Violence: Gender and Aggression in Video Game Advertisements.” Mass Communication and Society 7 (4): 393–412.10.1207/s15327825mcs0704_2
- Shaw, Adrienne. 2014. Gaming at the Edge. Minneapolis, MN: University of Minnesota Press.
- Williams, Dmitri, Nicole Martins, Mia Consalvo, and James D. Ivory. 2009. “The Virtual Census: Representations of Gender, Race and Age in Video Games.” New Media & Society 11 (5): 815–834.10.1177/1461444809105354