A Tale of Two Heteronormative sites: Considering Militaries and (Video)Gaming
Citation:
Devlin, Ciaran Michael, A Tale of Two Heteronormative sites: Considering Militaries and (Video)Gaming, Trinity College Dublin.School of Social Sciences & Philosophy, 2021Download Item:
Abstract:
This thesis explores two sites that have traditionally been associated with heteronormative masculinity (militaries and videogames). Through the use of qualitative methodologies, it seeks to unearth and examine the ways through which this ideology is maintained and policed in relation to gender and sexuality.
Increasing attention and demand has been given to the inclusion of women and other minorities within the setting of militaries and peacekeeping. This has primarily been in the form of international and national policies (e.g. Resolution 1325). Despite this, there remains a stalled and stymied progress towards achieving these aims and increasing the diversity of these organisations. Within videogames and contrary to the popular stereotype of gamers as young, white, males, it is increasingly reported that more diverse groups of people are playing videogames (e.g. ESA, 2019). Additionally, this thesis considers videogames as cultural and ideological artifacts in their own right (Murray, 2018), and as such it is important to critically reflect on and explore them in this way. This thesis highlights the importance of exploring the persistence of heteronormative masculinity and how it manifests and regulates itself in more subtle and nuanced ways for example through symbolic violence. It suggests that the continuing and institutionally embedded heteronormative masculinity within these sites is responsible for making it difficult for these people to fully participate, and accounts for the stymied progress and change within both sites.
Within the interviews conducted with military personnel participating in peacekeeping, there is a tendency to continue to deploy discourses and framings of gender and sexuality in traditional and heteronormative ways. While within the gaming contexts observed, similar strategies of seeking to present objective realities is also observed. Using close reading , this thesis also considers the ways through which videogames, via their designs and mechanics, also act to inform and are utilised in said policing and regulating strategies.
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Grant Number
Gaming for Peace Project, Horizon 2020, European Commission
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https://tcdlocalportal.tcd.ie/pls/EnterApex/f?p=800:71:0::::P71_USERNAME:DEVLINCMDescription:
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Author: Devlin, Ciaran Michael
Advisor:
Holohan, AnnePublisher:
Trinity College Dublin. School of Social Sciences & Philosophy. Discipline of SociologyType of material:
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Full text availableKeywords:
Sexuality, Military, Videogames, Heteronormativity, GenderMetadata
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