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dc.contributor.authorButt, Mahli-Ann Rakkomkaew
dc.date.accessioned2022-04-01T05:21:28Z
dc.date.available2022-04-01T05:21:28Z
dc.date.issued2022en_AU
dc.identifier.urihttps://hdl.handle.net/2123/27979
dc.description.abstractThis thesis examines gaming lifeworlds and seeks interventions into the hegemony of gaming culture tied to a persistent imaginary of ‘Gamers’ as young white heterosexual males. Despite attempts to cultivate diversity, most approaches to improving representation in videogames do not demand significant structural or environmental change, and thus generally continue to foster precarity. In thinking about precarity, I establish the concept of ‘(not)coping’ to challenge the assumed dichotomy by which every instance of ‘not coping’ designates a failure ‘to cope’. Rather than viewing ‘coping’ and ‘not coping’ as positive and negative binaries, I write ‘(not)coping’ to highlight the liminal zone in between these affective states. (Not)coping is thus used to further describe the transformative affective spaces necessary for the refusal to cope within and against hegemony. I use qualitative mixed methods, combining semi-structured interviews, ethnographic participant observation, and discourse analysis to examine everyday struggles and how people can become affectively (re)orientated towards and away from certain videogame assemblages – assemblages of objects, communities, and practices. My findings are presented as three main chapters, which investigate videogames in relationship conflicts, videogames in drunk spaces, and videogames in self-care discourses. In the field of game studies, methods of investigation are frequently configured around studying play, players, or the creation of play. However, this focus can ignore non-players, non-play relationship dynamics, and non-play-centric spaces that themselves also significantly shape videogame and play assemblages. Since the study of gaming lifeworlds crucially apprehends videogame assemblages as embedded in materiality, rather than separate from everyday life, I hope to demonstrate its use as a generative framework and model for feminist games, media, internet, cultural researchers to study videogames in culture.en_AU
dc.language.isoenen_AU
dc.subjectGaming Lifeworldsen_AU
dc.subjectGaming Cultureen_AU
dc.subjectFeminist Game Studiesen_AU
dc.subjectDiversity in Gamesen_AU
dc.subject(not)copingen_AU
dc.titleGaming Lifeworlds: Videogames in Cultureen_AU
dc.typeThesis
dc.type.thesisDoctor of Philosophyen_AU
dc.rights.otherThe author retains copyright of this thesis. It may only be used for the purposes of research and study. It must not be used for any other purposes and may not be transmitted or shared with others without prior permission.en_AU
usyd.facultySeS faculties schools::Faculty of Arts and Social Sciences::School of Literature, Art and Mediaen_AU
usyd.departmentDepartment of Media and Communicationsen_AU
usyd.departmentDepartment of Gender and Cultural Studiesen_AU
usyd.degreeDoctor of Philosophy Ph.D.en_AU
usyd.awardinginstThe University of Sydneyen_AU
usyd.advisorCarter, Marcus


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