Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/8504
Title: Gender and identity in game-modifying communities
Authors: Wirman, H
Keywords: Co-creativity
Computer games
Cultural studies
Culture
Ethnography
Game modifications
Gender
Global game communities
Global game discourses
Hackerism
Identity
Media studies
Nationality
Player identity
THE SIMS 2
Issue Date: 2014
Source: Simulation and gaming, 2014, v. 45, no. 1, p. 70-92 How to cite?
Journal: Simulation and Gaming 
Abstract: This article discusses the practice of game modification among players of the computer game THE SIMS 2. It draws on a set of email interviews conducted with Finnish players of the game. From a cultural studies and media studies perspective, it considers the importance of, primarily, gendered identity and, to some degree, national identity, for such a practice. Focusing on the players' constructed identities as women, game modifiers, THE SIMS 2 players, and Finns, this article highlights the importance of global game communities and discourses for their player identity. Game reviews and popular game magazine articles are used as secondary sources to establish the game within popular game discourse.
URI: http://hdl.handle.net/10397/8504
ISSN: 1046-8781
DOI: 10.1177/1046878113519572
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