This study utilizes semiotic phenomenology as a method of inquiry to describe the lived experiences of Lesbian, Gay, Bisexual, Transgender, Queer (LGBTQ) gamers (gaymers). I begin by discussing my issues with the current gaming literature, arguing that the gamer community is a space that privileges cis, heterosexual, and hypermasculine men while oppressing those who may not fit this mold.
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- Partial requirement for: M.A., Arizona State University, 2017Note typethesis
- Includes bibliographical references (pages 100-101)Note typebibliography
- Field of study: Social and cultural pedagogy