ABSTRACT

This chapter explains why that is, as well as to argue for the consistent need for a strong feminist engagement with popular culture, and game culture in particular, in the contemporary period. It highlights how feminist scholars must both continue to analyze the larger games industry for its structures and practices, as well as the field of game studies itself, which – knowingly or not – often marginalizes games or game content that is deemed as “feminized” and therefore “not worthy” of sustained attention. Boundaries are enforced where authentic game culture is considered masculine and women involved in gaming are considered casuals – read mass culture gamers, of less value than real gamers. Many scholars, journalists, and game developers have written about the lack of women in the game industry, particularly in the fields of programming and design. The culture surrounding games can be hostile to anyone who dares to critique the status quo of “traditional” gamer culture.