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. I discuss the shortcomings of the current literature that attempts to critically look at race and gaming, noting that race in the gaming community is still portrayed as secondary.
Download count: 0
- 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