“I Can be Who I Am When I Play Tekken 7”: E-sports Women Participants from the Islamic Republic of Pakistan

Type de ressource
Article de revue
Auteurs/contributeurs
Titre
“I Can be Who I Am When I Play Tekken 7”: E-sports Women Participants from the Islamic Republic of Pakistan
Résumé
Extant research on e-sports has focused on the growth and value of the phenomenon, fandom, and participant experiences. However, there is a paucity of e-sports scholarship detailing women’s experiences from marginalized communities living in various conservative Muslim countries. This shortage of literature remains despite different radical Islamic groups’ consistent demand for banning several online video games and the Muslim youth’s resistance to these calls. This study aimed to understand the motives and lived experiences of Muslim women e-sports participants from Gilgit-Baltistan, Pakistan. The authors collected data via observations of online video games and in-depth interviews. The study participants revealed that they use e-sports as a vehicle for an oppositional agency and personal freedom from the patriarchal system. The findings also suggest that participants are facing systematic marginalization and grave intrusion of post-colonization. The study contributes to the limited scholarship concerning Indian subcontinent Muslim women’s e-sports participation.
Publication
Games and Culture
Volume
16
Numéro
8
Pages
978-1000
Date
1 décembre 2021
Abrév. de revue
Games and Culture
Langue
Anglais
ISSN
1555-4120
Titre abrégé
“I Can be Who I Am When I Play Tekken 7”
Consulté le
23/12/2021 14:48
Catalogue de bibl.
SAGE Journals
Extra
Publisher: SAGE Publications
Référence
Hussain, U., Yu, B., Cunningham, G. B. et Bennett, G. (2021). “I Can be Who I Am When I Play Tekken 7”: E-sports Women Participants from the Islamic Republic of Pakistan. Games and Culture, 16(8), 978‑1000. https://doi.org/10.1177/15554120211005360
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