dc.contributor.author | Ruotsalainen, Maria | de |
dc.contributor.author | Meriläinen, Mikko | de |
dc.date.accessioned | 2024-10-29T12:06:18Z | |
dc.date.available | 2024-10-29T12:06:18Z | |
dc.date.issued | 2025 | de |
dc.identifier.issn | 2183-2439 | de |
dc.identifier.uri | https://www.ssoar.info/ssoar/handle/document/97470 | |
dc.description.abstract | Research on women and hostile behaviour in video games has largely focused on women as victims rather than perpetuators of hostile behaviour. In this study, by utilizing discourse analysis, we examine how women's hostile behaviour is discussed in the subreddit r/GirlGamers, and how the ideal gaming woman is discursively constructed in these discussions. | de |
dc.language | en | de |
dc.subject.ddc | Publizistische Medien, Journalismus,Verlagswesen | de |
dc.subject.ddc | News media, journalism, publishing | en |
dc.subject.other | Reddit; female gamers; hostile behaviour; online games | de |
dc.title | "I bet she's 'not like other girls'": Discursive Construction of the Ideal Gaming Woman on r/GirlGamers | de |
dc.description.review | begutachtet (peer reviewed) | de |
dc.description.review | peer reviewed | en |
dc.identifier.url | https://www.cogitatiopress.com/mediaandcommunication/article/view/8802/3962 | de |
dc.source.journal | Media and Communication | |
dc.source.volume | 13 | de |
dc.publisher.country | PRT | de |
dc.subject.classoz | interaktive, elektronische Medien | de |
dc.subject.classoz | Interactive, electronic Media | en |
dc.subject.classoz | Wirkungsforschung, Rezipientenforschung | de |
dc.subject.classoz | Impact Research, Recipient Research | en |
dc.subject.thesoz | Computerspiel | de |
dc.subject.thesoz | computer game | en |
dc.subject.thesoz | Gender | de |
dc.subject.thesoz | gender | en |
dc.subject.thesoz | Mädchen | de |
dc.subject.thesoz | girl | en |
dc.subject.thesoz | Frau | de |
dc.subject.thesoz | woman | en |
dc.subject.thesoz | Medienverhalten | de |
dc.subject.thesoz | media behavior | en |
dc.rights.licence | Creative Commons - Namensnennung 4.0 | de |
dc.rights.licence | Creative Commons - Attribution 4.0 | en |
internal.status | formal und inhaltlich fertig erschlossen | de |
internal.identifier.thesoz | 10058702 | |
internal.identifier.thesoz | 10076167 | |
internal.identifier.thesoz | 10048761 | |
internal.identifier.thesoz | 10038633 | |
internal.identifier.thesoz | 10051166 | |
dc.type.stock | article | de |
dc.type.document | Zeitschriftenartikel | de |
dc.type.document | journal article | en |
internal.identifier.classoz | 1080404 | |
internal.identifier.classoz | 1080407 | |
internal.identifier.journal | 793 | |
internal.identifier.document | 32 | |
internal.identifier.ddc | 070 | |
dc.source.issuetopic | Digital Games at the Forefront of Change: On the Meaningfulness of Games and Game Studies | de |
dc.identifier.doi | https://doi.org/10.17645/mac.8802 | de |
dc.description.pubstatus | Veröffentlichungsversion | de |
dc.description.pubstatus | Published Version | en |
internal.identifier.licence | 16 | |
internal.identifier.pubstatus | 1 | |
internal.identifier.review | 1 | |
internal.dda.reference | https://www.cogitatiopress.com/mediaandcommunication/oai/@@oai:ojs.cogitatiopress.com:article/8802 | |
ssoar.urn.registration | false | de |