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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年到现在。通过口述历史,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点,并质疑为什么右翼内容在游戏空间中蓬勃发展,同时促进在线游戏的游戏机也在发展。我将重点关注游戏机,特别是MMO(大型多人在线游戏空间),它们在流媒体和包括儿童在内的一系列年龄段人群中很受欢迎。这种受欢迎程度可以从2005年开始追踪,从Xbox 360开始。我正在申请与BGI合作的博士学位,以调查英国游戏的生活体验。BGI是我目前在NVM工作的慈善机构,其目标与我的项目一致;保护和理解视频游戏文化,但不是庆祝它。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。在关注第7代游戏机及以后的同时,了解2005年之前的视频游戏背景、行业和社区将是了解该项目历史的关键。在博物馆,我有沉浸在电子游戏文化及其历史中的实践经验;我对与博物馆的空间及其核心工作人员合作充满信心。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视频游戏的跨性别历史,证明了跨性别代表并不是什么新鲜事。在我的本科论文中,我分析了英国同性恋女性的口述历史采访,在我的硕士论文中,我研究了阿德里安娜·肖的采访方法,并受到了启发[2014]。我熟悉口述历史的理论和伦理,并很高兴能学习它的实践。许多学者仔细研究了右翼和游戏之间的关系[Braithwaite,2016. Ferber,2000. Salter,2018]。我将通过探索这种环境的生活经验,通过口述历史访谈增加定性研究,以及解决发展问题的实际雄心,为当前的游戏研究做出贡献。我的项目将通过审查和历史化其日益同化到右翼空间来解决CDA关于孤立的男性游戏玩家的主导刻板印象的目标。
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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