Problématiques de genre dans les jeux vidéo
Mots-clés :
genre, jeu vidéo, féministe, approche intersectionnelle, queerRésumé
Depuis le début des années 1990, plusieurs chercheurs et chercheuses féministes s’efforcent de mettre en évidence la prolifération de stéréotypes de genre et de trames narratives sexistes dans les jeux vidéo, de même que la marginalisation des joueuses et des conceptrices de jeux. Au fil du temps, les solutions proposées pour s’attaquer au sexisme dans la culture vidéoludique et pour diversifier l’industrie du jeu ont toutefois suivi trois grandes tendances.
Références
BRUNNER, C. (2008), « Games and Technological Desire: Another Decade », in Y.B. Kafai, C. Heeter et J. Denner (eds.), Beyond Barbie & Mortal Kombat. New Perspectives on Gender and Gaming, Cambridge, MA, MIT Press, p. 33-46.
BRYANT, S. T. (2016), « Black and Female in Tech », in Y.B. Kafai, G.T. Richard et B.M. Tynes (eds.), Diversifying Barbie and Mortal Kombat. International Perspectives and Inclusive Designs in Gaming, Pittsburgh, PA, Carnegie Mellon: ETC Press, p. 133-144.
BUTLER, J. (1990), Gender Trouble, New York, NY, Routledge.
CASSELL, J. et JENKINS, H. (eds) (1998), From Barbie to Mortal Kombat. Gender and Computer Games, Cambridge, MA, MIT Press.
CHESS, S. et SHAW, A. (2015), « A Conspiracy of Fishes, or, How We Learned to Stop Worrying about GamerGate and Embrace Hegemonic Masculinity ». Journal of Broadcasting and Electronic Media, vol. 10, no. 3, p. 208-220.
CONSALVO, M., et HARPER, T. (2009), « The Sexi(e)st of All: Avatars, Gender, and Online Games », in. N. Panteli (ed.), Virtual social networks: Mediated, massive and multiplayer, New York, NY, Palgrave, p. 98-113.
CORNELIUSSEN, H. (2008), « World of Warcraft as a Playground for Feminism », in H. Corneliussen et J. Rettberg (eds.), Digital Culture, Play, and Identity, Cambridge, MA, MIT Press, p. 63-86.
DE CASTELL, S. et BRYSON, M. (1998), « Retooling Play: Dystopia, Dysphoria, and Difference », in J. Cassell et H. Jenkins (eds), From Barbie to Mortal Kombat. Gender and Computer Games, Cambridge, MA, MIT Press, p. 232-261.
DISALVO, B. (2016), « Gaming Masculinity », in Y.B. Kafai, G.T. Richard et B.M. Tynes (eds.), Diversifying Barbie and Mortal Kombat. International Perspectives and Inclusive Designs in Gaming, Pittsburgh, PA, Carnegie Mellon: ETC Press, p. 105-117.
FLANAGAN, M. et KAUFMAN, G. (2016), « Shifting Implicit Biases with Games Using Psychology », in Y.B. Kafai, G.T. Richard et B.M. Tynes (eds.), Diversifying Barbie and Mortal Kombat. International Perspectives and Inclusive Designs in Gaming, Pittsburgh, PA, Carnegie Mellon: ETC Press, p. 219-233.
FULLERTON, T., FRON, J., PEARCE, C. et MORIE, J. (2008), « Getting Girls into the Game: Toward a "Virtuous Cycle" », in Y.B. Kafai, C. Heeter et J. Denner (eds.), Beyond Barbie & Mortal Kombat. New Perspectives on Gender and Gaming, Cambridge, MA, MIT Press, p. 161-176.
GOLDBERG, D. et LARSSON, L. (eds.) (2015), The State of Play: Creators and Critics on Video Game Culture, New York, NY, Seven Stories Press.
GRAY, K. L. (2016), « Solidarity is For White Women in Gaming », in Y.B. Kafai, G.T. Richard et B.M. Tynes (eds.), Diversifying Barbie and Mortal Kombat. International Perspectives and Inclusive Designs in Gaming, Pittsburgh, PA, Carnegie Mellon: ETC Press, p. 59-70.
HUNTEMANN, N. B. (2010), « Pixel Pinups: Images of Women in Video Games », in R. A. Lind (ed.), Race/Gender/Media: Considering Diversity Across Audiences, Content, and Producers, Second Edition, Boston, MA, Pearson, p. 250-257
JENKINS, H. (1998), « "Complete Freedom of Movement": Video Games as Gendered Play Spaces », in J. Cassell et H. Jenkins (eds), From Barbie to Mortal Kombat. Gender and Computer Games, Cambridge, MA, MIT Press, p. 261-297.
JENKINS, H. et CASSELL, J. (2008), « From Quake Grrls to Desperate Housewives: A Decade of Gender and Computer Games », in Y.B. Kafai, C. Heeter et J. Denner (eds.), Beyond Barbie & Mortal Kombat. New Perspectives on Gender and Gaming, Cambridge, MA, MIT Press, p. 5-20.
KAFAI, Y.B., HEETER, C., DENNER, J. et SUN, J.Y. (eds) (2008), Beyond Barbie & Mortal Kombat. New Perspectives on Gender and Gaming, Cambridge, MA, MIT Press.
KAFAI, Y. B., RICHARD, G. T. et TYNES, B. M. (eds.) (2016), Diversifying Barbie and Mortal Kombat. International Perspectives and Inclusive Designs in Gaming, Pittsburgh, PA, Carnegie Mellon: ETC Press.
KELLEY, H. (1998), « An Interview with Heather Kelley (Girl Games) », in J. Cassell et H. Jenkins (eds), From Barbie to Mortal Kombat. Gender and Computer Games, Cambridge, MA, MIT Press, p. 152-171.
KENNEDY, H. W. (2002), « Lara Croft: Feminist Icon or Cyberbimbo? On the Limits of Textual Analysis », The International Journal of Computer Game Research, vol. 2, no. 2.
LAUREL, B. (1998), « An Interview with Brenda Laurel (Purple Moon) », in J. Cassell et H. Jenkins (eds), From Barbie to Mortal Kombat. Gender and Computer Games, Cambridge, MA, MIT Press, p. 118-135.
LEPORE, G. et DENNER, J. (2016), « SexEd2.0 », in Y.B. Kafai, G.T. Richard et B.M. Tynes (eds.), Diversifying Barbie and Mortal Kombat. International Perspectives and Inclusive Designs in Gaming, Pittsburgh, PA, Carnegie Mellon: ETC Press: p. 285-298.
MARTIN, N. S. (1998), « An Interview with Nancie S. Martin (Mattel) », in J. Cassell et H. Jenkins (eds), From Barbie to Mortal Kombat. Gender and Computer Games, Cambridge, MA, MIT Press, p. 136-151.
MCDONALD, H. (2016), « Are Gamers Ready for Gay Love? Improving Romance in Games », in Y.B. Kafai, G.T. Richard et B.M. Tynes (eds.), Diversifying Barbie and Mortal Kombat. International Perspectives and Inclusive Designs in Gaming, Pittsburgh, PA, Carnegie Mellon: ETC Press, p. 247-260.
NAKAMURA, L. (2016), « "Putting Our Hearts Into it" », in Y.B. Kafai, G.T. Richard et B.M. Tynes (eds.), Diversifying Barbie and Mortal Kombat. International Perspectives and Inclusive Designs in Gaming, Pittsburgh, PA, Carnegie Mellon: ETC Press, p. 35-47.
PEARCE, C. (2016), « Curating for Diversity », in Y.B. Kafai, G.T. Richard et B.M. Tynes (eds.), Diversifying Barbie and Mortal Kombat. International Perspectives and Inclusive Designs in Gaming, Pittsburgh, PA, Carnegie Mellon: ETC Press, p. 200-219.
RICHARD, G. T. (2016), « At the Intersections of Play », in Y.B. Kafai, G.T. Richard et B.M. ynes (eds.), Diversifying Barbie and Mortal Kombat. International Perspectives and Inclusive Designs in Gaming, Pittsburgh, PA, Carnegie Mellon: ETC Press, p. 71-91.
RICHARD, G.T. (2013), « Gender and Gameplay: Research and Future Directions », in B. Bigl et S. Stoppe (eds.), Playing with virtuality: Theories and methods of computer game studies, Frankfurt, Peter Lang Academic, p. 269-284.
RUBERG, B. et SHAW A. (eds.) (2017), Queer Game Studies, Minneapolis, MN, University of Minnesota Press.
SARKEESIAN, A. (2013), Tropes vs Women in Video Games. Part 1-2-3, video, http://www.feministfrequency.com/
SHAW, A. (2014), Gaming at the Edge: Sexually and Gender at the Margins of Gamer Culture, Minneapolis, MN, University of Minnesota Press.
SIYAHHAN, S. et GEE, E. (2016), « Understanding Gaming and Gender within the Everyday Lives of Mexican-American Family Homes », in Y.B. Kafai, G.T. Richard et B.M. Tynes (eds.), Diversifying Barbie and Mortal Kombat. International Perspectives and Inclusive Designs in aming, Pittsburgh, PA, Carnegie Mellon: ETC Press, p. 92-104.
TAYLOR, T. L. (2008), « Becoming a Player: Networks, Structure, and Imagined Futures », in Y.B. Kafai, C. Heeter et J. Denner (eds.), Beyond Barbie & Mortal Kombat. New Perspectives on Gender and Gaming, Cambridge, MA, MIT Press, p. 51-66.
WESTECOTT, E. (2016), « Playing with Gender », in Y.B. Kafai, G.T. Richard et B.M. Tynes (eds.), Diversifying Barbie and Mortal Kombat. International Perspectives and Inclusive Designs in Gaming, Pittsburgh, PA, Carnegie Mellon: ETC Press, p. 234-247.
Téléchargements
Publié
Numéro
Rubrique
Licence

Cette œuvre est sous licence Creative Commons Attribution - Pas d'Utilisation Commerciale - Pas de Modification 4.0 International.