Which gaming communities are for whom: The landscape of online gaming communities, subcommunities, and marginalized gamers

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Authors
Maupin, Mia
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Koeber, Charles, 1967-
Issue Date
2025-05
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Thesis
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Abstract

Previous literature on gaming suggests a cultural divide between the expectations of a gamer and marginalized communities' participation in gaming. This qualitative study relies on personal interview data to assess the experiences of marginalized gamers with online gaming. Furthermore, the study investigates the significance of online gaming for marginalized gamers as well as their motivations despite restrictive barriers from the community. The study pushes back on the idea of gaming as one singular community. It discusses the perceived differences between online gaming cultures within different subcommunities and their digital cultures. The study also examines the differences between online and offline interactions and cultures. Additionally, the study examines the hegemonic stereotype of a gamer and how it ostracizes marginalized gamers. Finally, the study addresses potential solutions to discrimination and hostility within the online gaming community. These suggestions aim to promote intersectionality within gaming. The study's results support previous literature findings describing the ostracization of gamers, but they also call for nuanced discussion regarding gaming subcommunities and highlight the need for diversity and inclusion within gaming.

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Thesis (M.A.)-- Wichita State University, College of Liberal Arts and Sciences, Dept. of Sociology
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Wichita State University
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