Book Chapter: Not So Straight Shooters: Queering the Cyborg Body in Masculinized Gaming
In N. Taylor & G. Vorhees (eds). Masculinities in Play. New York: Palgrave.
Abstract: This chapter offers a “diffractive” consideration (Barad 2003) of posthumanist and cyberfeminist theory, masculinity studies, and research on gender and gaming, that views digital play between straight white men as a form of homosexual contact via cyborg bodies, one that is mediated by the material and semiotic apparatuses of gaming, but no less real because of that. One goal here is to better understand and account for practices of homoeroticism, homophobia and sexual aggression that transpire between predominantly straight, white male game players, encompassing acts of verbal communication (“rape” and other violent sexual metaphors), in-game actions (teabagging), and ‘gamified’ practices at gaming events described via ethnographic methodologies.
The Role of Gamification in Enhancing Intrinsic Motivation to Use a Loyalty Program
Abstract: Based on Self-Determination Theory (SDT), this study examined how rewards weaken intrinsic motivation to use a retail loyalty program. Two experiments were conducted. Study 1 revealed that individuals who received a salient reward (an explicit requirement and deadline for reward achievement and no reward options) reported lower intrinsic motivation to engage in the loyalty […]
Abstract: Recently, there has been a growing number of celebrity-focused video games. These games have functioned as promotional tools for celebrities such as Kim Kardashian, Kendall and Kylie Jenner, Brittany Spears, Katy Perry, Jason Stratham, Lindsay Lohan, and Shakira. Celebrity games typically empower players to perform the work of aspirational fame, while promoting the title […]