ISSN: 17571898
First published in 2009
2 issues per volume
Volume 10 Issue 2
Cover Date: October 2018
The erasure of female representation in geek spaces as an element for the construction of Geek identity: The case of Warhammer 40.000
purchase PDF
Authors:  Alejandro Muñoz-Guerado And  Laura Triviño-Cabrera 
DOI: 10.1386/cjcs.10.2.193_1

game studies,gender representation,Warhammer,Geek identity,feminisms,Gamergate

In the following article we aim to depict the complex threefold relationship between the phenomenon of the second digital divide that plagues women inside entertainment spaces, the theoretical framework of post-sexism and the construction of Geek identity as a besieged, discriminated space. Our purpose is to highlight how the construction of Geek identity was based on both the exclusion of women from geek spaces and the creation of a melodramatical narrative surrounding such spaces. We do so through the analysis of gender representation within the popular Warhammer 40.000 game. Results show a perfect example of a women-excluding setting, packed with gender representation problems that is trying, as of late, to distance itself from such baggage, taking steps to redefine what it means to be a Warhammer 40.000 fan.
Your tags: Please login or register if you don't have a user account.
Latest news
18th January 2019
Journal of Screenwriting 9.3 is now available
Read more Read more
16th January 2019
Film International 16.4 is now available
Read more Read more
15th January 2019
Call for submissions for special issue of Northern Lights: ‘Europe at the crossroads: Cinematic takes’.
Read more Read more