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The lived experience of gaming in the UK, from 2005 to the present, and its insidious intersection withright-wing ideologies

The lived experience of gaming in the UK, from 2005 to the present, and its insidious intersection withright-wing ideologies
从 2005 年至今,英国游戏的真实经历及其与右翼意识形态的阴险交叉
批准号:
2445411
负责人:
金额:
$0.0万
依托单位:
依托单位国家:
英国
项目类别:
Studentship
财政年份:
2020
资助国家:
英国
项目状态:
未结题
起止时间:
2020 至 --

项目摘要

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中文摘要
翻译
我的项目将调查英国游戏的生活体验及其与右翼意识形态的潜在交集;从2005年发展至今。通过口述历史,与国家电子游戏博物馆的档案研究和在线研究,我将找到这些交叉点。我将调查这些社区在哪里以及如何交叉,我们如何根除这些交叉,并质疑为什么右翼内容在游戏空间中蓬勃发展,而主机的发展促进了在线游戏。我将专注于主机,特别是mmo(大型多人在线空间),这在流媒体用户和包括儿童在内的不同年龄群体中很受欢迎。这种流行可以追溯到2005年,从Xbox 360开始。我正在申请与华大基因的合作博士奖,以调查英国的游戏生活体验。华大基因是我目前在NVM工作的一家慈善机构,它的目标与我的项目一致;保存和理解电子游戏文化,而不是颂扬它。NVM的档案将提供视频游戏历史和文化的宝贵实物证据,包括游戏,游戏机和游戏媒体。在专注于第7代主机及以后的游戏时,理解2005年之前的电子游戏背景,它们的产业和社区,将是这个项目历史背景的关键。在博物馆里,我有了沉浸在电子游戏文化及其历史中的实际体验;我有信心与博物馆的空间和核心工作人员合作。在学术上,我探索了身份和游戏的问题,并研究了口述历史。我的硕士论文恢复了电子游戏的跨性别历史,证明跨性别表现并不是什么新鲜事。在我的本科论文中,我分析了英国酷儿女性的口述历史访谈,在我的硕士论文中,我研究了Adrienne Shaw的访谈方法,并受到了她的启发[2014]。我熟悉口述历史的理论和伦理,并将兴奋地学习它的实践。许多学者仔细研究了右翼与游戏之间的关系[Braithwaite, 2016]。费伯,2000年。索尔特,2018]。我将通过探索这种环境的生活经验,通过口述历史访谈进行定性研究,以及解决发展中问题的实际抱负,为当前的游戏研究做出贡献。我的项目将解决CDA关于孤立的男性玩家的主要刻板印象的目标,通过仔细审查和历史化其日益被右翼空间同化。
英文摘要
My project will investigate the lived experience of gaming in the UK and its insidious intersection with right-wing ideologies; developing from 2005 to the present. Through oral history, archival study with the National Video Game Museum and online research, I will locate these intersections. I will investigate where and how these communities intersected, how we can uproot these intersections, and question why right-wing content has flourished in gaming spaces alongside the development of consoles that facilitate online play.I will focus on consoles, specifically MMOs (massively multiplayer online spaces), which are popular amongst streamers and a range of age-demographics, including children. This popularity can be tracked from 2005, starting with the Xbox 360.I am applying for a collaborative doctorate award with the BGI to investigate the lived experiences of gaming in Britain. The BGI is a charity I currently work for at the NVM, whose aims align with my project's; to preserve and understand video game culture, but not celebrate it. The NVM's archive will provide invaluable physical evidence of video game history and culture, including games, consoles and gaming media. Whilst focusing on 7th generation consoles and beyond, understanding the context of videogames, their industry and communities prior to 2005, will be key in contextualising this project's history. In the museum, I have practical experience of being immersed in video game culture and its history; I am confident working with the museum's space and its core staff. Academically, I have explored questions of identity and gaming, and studied oral history. My master's thesis recovered a transgender history ofvideogames, demonstrating that trans representation is not something new.For my undergraduate thesis I analysed oral history interviews amongst queer women in Britain, and in my master's thesis I studied and was inspired by Adrienne Shaw's approach to interviews [2014]. I am familiar with the theory and ethics of oral history and would be excited to learn its practice. Many scholars have scrutinised the relationship between the right-wing and gaming [Braithwaite, 2016.Ferber, 2000. Salter, 2018]. I will contribute to current games studies by exploring the lived experience of this environment, with the addition of qualitive study through oral history interviews, and the practical ambition of tackling developing issues. My project will address the CDA's aim regarding the dominant stereotype of the isolated, male gamer by scrutinising and historicising its increasing assimilation into right-wing spaces.
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