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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

The “Reality” of Misogyny in Online Gaming Communities : A Qualitative Study on Female Minecraft Players

Graso, Jana January 2016 (has links)
This study explores the implications of misogyny in the virtual and physical worlds. The 2014 GamerGate scandal shed light on the immense violence to which female gamers and gaming entertainment consumers are so frequently exposed to. Minecraft is the most played mass online multiplayer game in the world with over 100 million copies sold. The open gameplay mode of Minecraft and the non-linearity of the objective of the game has grown into a lush ground for violence, as there are seldom physical or virtual repercussions for verbal violence online. Gendertrolling has become a pastime within the gaming world on its own and focuses on specifically targeting women and ranges from benign jokes to violent threats of rape and murder. There seems to be a feeling of lack of physical world consequences for those that keep women from fully participating online. By drawing upon the concept of digital dualism, this study discusses the implications of being exposed to online threats online and women’s self-regulation and ways of navigating the hostility of the online gaming world.
2

Aspectos da ecologia comportamental de Dinoponera quadriceps (Hymenoptera, Formicidae, Ponerinae) / BEHAVIORAL ASPECTS OF ECOLOGY OF DINOPONERA QUADRICEPS (HYMENOPTERA, FORMICIDAE, PONERINAE)

Andrade, Andreza Cristina da Silva 03 March 2010 (has links)
The genus Dinoponera has its distribution in South America. The genus has only six species and characterized by the secondary loss of the queen. In this group, there is no caste division and the reproduction is performed by a mated worker (gamergate). The objectives of this study were to investigate the division of worker, focusing the ontogeny of the behaviors and their relationship with the social structure of this species. The colonies were collected and maintained in artificial nests in the Laboratório de Entomologia da Universidade Federal de Sergipe. We made a behavioral catalogue with 2688 behavioral acts. The period of observation of colonies and the variation of colonies were not enough to support age poliethism. The cluster analysis showed that there was little fidelity of formed groups. The results suggest that there is a higher number of generalists, i.e. workers that performed all tasks rather. / O gênero Dinoponera possui ocorrência restrita à América do Sul, nele estão contidas seis espécies, todas sem rainhas típicas. Nas formigas deste gênero não há divisão de castas, a reprodução é realizada por uma operária (gamergate) com ovários desenvolvidos. Os objetivos deste trabalho foram investigar a divisão de trabalho em Dinoponera quadriceps, enfatizando a ontogenia dos comportamentos e sua relação com a estrutura social da espécie. As colônias foram coletadas e mantidas em ninhos artificiais no laboratório de Entomologia da Universidade Federal de Sergipe. Foi construído um catálogo de comportamentos com 2688 atos comportamentais. O tempo de observação das colônias e as variações nas populações não foram suficientes para afirmarmos categoricamente que há polietismo etário, entretanto há fortes indícios que realmente acontece nessa espécie. A análise de cluster demonstrou que havia pouca fidelidade entre os grupos formados nas colônias. Os resultados sugerem que existe uma quantidade maior de operárias generalista, ou seja, aquelas que fazem de tudo um pouco, do que operárias especialistas.
3

“Us gamers want exactly what we have always wanted” : den avpolitiserade spelaren och dess ideologiska andra

Zetterberg, Kristoffer January 2016 (has links)
I denna studie undersöks den kraftiga kritik som riktats mot de TV- och dataspel som omfamnar olika typer av vad jag kallar progressiva element. Det rör sig framförallt om sådant som mångfald, representation eller hur spelen i sitt utförande bryter mot hur de traditionellt sett har utformats. Studien är en diskursanalys av YouTube-videos, där utgångspunkten har varit hur argumenten konstruerar en viss problemformulering kring dessa progressiva element, med specifika orsaker och lösningar. Genom att dekonstruera dessa uttalanden och sedan rekonstruera en ekvivalenskedja, dvs. relationen mellan olika subjektspositioner och tecken, menar jag att detta visar på hur diskursen bärs upp av en binär logik där ett ”vi”, Spelarna, ställs mot ett ”dom”, Social Justice Warriors (SJWs). Denna logik konstrueras genom binära diskursiva uteslutningar vilket gör grupperna till varandras motsatser. I diskursen avpolitiseras rollen som Spelare genom att den knyts samman med begrepp som rationalitet, spelkulturen och den fria marknaden, medan SJWs förknippas med censur, ideologi och icke-spel. På detta sätt osynliggörs således en subjektsposition starkt förknippad med maskulinitet och en ofta pseudo-meritokratiskt och socialdarwinistisk ideologi, som hävdar tolkningsföreträde och motsätter sig alla typer av förändring, på grundval av sanning och fakta. / This study examines the sharp criticism directed at video games that embrace different types of what I call progressive elements, primarily those that include diversity, representation, or deviate from traditional video gaming mechanics and norms. The study is a discourse analysis of YouTube videos, where the starting point has been how the arguments construct a problem in relation to these progressive elements, with specific causes and solutions. By deconstructing these statements and then reconstructing a chain of equivalence, i.e. relations between subject positions, this shows how a binary logic carries the discourse where a specific ‘we’, The Gamer, are up against a specific ‘them’, the Social Justice Warriors (SJWs). By ways of binary discursive exclusions, the groups are constructed as opposites. In the discourse, The Gamer becomes depoliticized by relating it to concepts of rationality, game culture and the free market, whilst SJWs are associated with censorship, ideology, and non-games. In this way, The Gamer makes invisible its association with masculinity and an often pseudo-meritocratic and Social Darwinist ideology, and claims an interpretative prerogative and oppose any kind of change, on basis of truth and facts.
4

"No Left, No Right - Only the Game" : A Netnographic Study of the Online Community r/KotakuInAction

Larsson, Oskar January 2021 (has links)
This thesis examines how 'othering' discourse can be used to construct and negotiate boundaries and shape collective identities within online spaces. Through a mixed-method approach of thematic analysis and a netnographic study, and by drawing on theoretical concepts of online othering and identity formation, this thesis explores how the Gamergate community r/KotakuInAction can be understood in relation to Gamergate, the Alt-Right and society at large. The results show that the community perceive and construct the SJW as a common adversary – a monstrous representation of feminism, progressiveness and political correctness. The analysis also revealed how racist rhetorics and white male anxieties characterize the communitys' othering discourse. Through an in-depth study of user-submitted comment, this thesis argues that r/KotakuInAction's collective identity is fluid and reactionary in nature, characterized by a discourse that is indicative of Alt-Right ideology and white male supremacy. Future research should further explore the network of communities that r/KotakuInAction is part of, as well as examine how the community transform over time.
5

Appropriating Gaming - A Quantitative Content Analysis and Issue Mapping of the Online Campaign #NotMyBattlefield

Larsson, Oskar January 2020 (has links)
This thesis aims to examine how online engagement in the #NotMyBattlefield campaign can be understood as an online harassment campaign and a continuation of the Gamergate controversy. Research has shown that Gamergate was appropriated by external political groups, such as the Alt-Right. The Alt-Right is known to be highly adept in media manipulation, executing deliberate framing strategies as a means to push political agendas and gain influence online (Blodgett, 2020, p. 187; O’Donnell, 2019, p. 10). The group's appropriation of Gamergate and gaming culture is highly indicative of the politicisation of gaming culture. The aim of this research is twofold. First, an overarching content analysis seeks to analyse the rhetoric arguments and thematic patterns found in conjunction with the hashtag #NotMyBattlefield on Twitter. Secondly, this thesis employs an adapted version of Burgess and Matamoros-Fernández (2016) method of issue mapping. The purpose of this mapping is to analyse the campaign’s relationship to prominent actors within online media, as well as to examine the structure and patterns the campaign followed. The combined results of the content analysis and issue mapping reveal how the #NotMyBattlefield can be understood as a continuation of Gamergate, influenced by Alt-Right ideologies. They bare similarities in the way feminism and political correctness are painted out to be instigators of an attack on gaming culture.Furthermore, the results also reveal how such campaigns are primarily reactionary - only showing increased levels of activity in response to external factors and events. At no point in time did the campaign show any indications of self-sustained motivation or engagement. The results of this thesis further signify the politicisation of gaming culture. The influence of external forces, such as the Alt-Right, signifies a need for further research in order to gain a better understanding of how to circumvent and prevent the radicalisation of gaming.
6

"They're coming for our games" : A study of far-right social mobilization in the gaming community

Lindvall, Erik January 2018 (has links)
The aim of this is thesis is to study and understand the development within the gaming community in the latter half of 2014, where a harassment campaign against the female developer Zoe Quinn led to an industry-spanning controversy that divided large sections of the gaming community, and how this fed into a far-right radicalization of certain groups of young male gamers. This thesis focuses on the idea that the controversy in question helped mobilize these games into an online social movement that aimed to “take back our games” from the perceived outside threats of feminism and political correctness, and how they through that process became an easy target for assimilation within large far-right and white supremacist movements. To prove this, data have been collected from two points: from the comment section on YouTube of the pre-controversy 2013 trailer of the video game Wolfenstein: The New Order, and from the YouTube comment section of the post-controversy 2017 trailer of the sequel, Wolfenstein II: The New Colossus. These points have been chosen to interpret the difference in reaction between the two games, and whether or not the controversy had a mobilization and radicalizing influence. To study social movements, Sidney G. Tarrow’s definition of what a social movement is and contentious collective action will be the main theoretical thread of the thesis, but it will be supplemented with theories from W. Lance Bennet and Alexandra Segerberg’s study of online collective action, Cass R. Sunstein’s work on in-group radicalization, along with further theories.
7

Cuties Killing Video Games: Gender Politics and Performance in Indie Game Developer Subculture

Higgins, Alexander 24 April 2015 (has links)
No description available.

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