Toxic Geek Masculinity In Media

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Toxic Geek Masculinity in Media

This book examines changing representations of masculinity in geek media, during a time of transition in which “geek” has not only gone mainstream but also become a more contested space than ever, with continual clashes such as Gamergate, the Rabid and Sad Puppies’ attacks on the Hugo Awards, and battles at conventions over “fake geek girls.” Anastasia Salter and Bridget Blodgett critique both gendered depictions of geeks, including shows like Chuck and The Big Bang Theory, and aspirational geek heroes, ranging from the Winchester brothers of Supernatural to BBC’s Sherlock and the varied superheroes of the Marvel Cinematic Universe. Through this analysis, the authors argue that toxic masculinity is deeply embedded in geek culture, and that the identity of geek as victimized other must be redefined before geek culture and media can ever become an inclusive space.
Hell-Bent for Leather

Hell-Bent for Leather: Sex and Sexuality in the Weird Western builds on the Locus Award finalist Weird Westerns: Race, Gender, Genre. This new collection takes a deep dive into the myriad ways sex and sexuality are imagined in weird western literature, film, television, and video games, paying special attention to portrayals of power and privilege. The contributors explore weird western challenges to assumptions about varied genders and sexualities, drawing our attention to how the western can reinforce existing gender and sexual paradigms or overturn them in delightful, terrifying, or unexpected ways. Primary texts range from CBS’s campy BDSM-inflected steampunk western The Wild Wild West to the Star Wars franchise’s popular leather-daddy bounty hunter The Mandalorian, from Ishmael Reed’s satirical postmodern western Yellow Back Radio Broke-Down to C Pam Zhang’s acclaimed novel How Much of These Hills Is Gold. Chapters engage texts from Australia and Great Britain, classic horror like The Texas Chain Saw Massacre, the popular video games BioShock Infinite and The Last of Us II, and less well-known texts like Laguna Pueblo–Navajo author A. A. Carr’s erotic vampire/monster slayer western Eye Killers.
The Privilege of Play

The story of white masculinity in geek culture through a history of hobby gaming Geek culture has never been more mainstream than it is now, with the ever-increasing popularity of events like Comic Con, transmedia franchising of the Marvel Cinematic Universe, market dominance of video and computer games, and the resurgence of board games such as Settlers of Catan and role-playing games like Dungeons & Dragons. Yet even while the comic book and hobby shops where the above are consumed today are seeing an influx of BIPOC gamers, they remain overwhelmingly white, male, and heterosexual. The Privilege of Play contends that in order to understand geek identity’s exclusionary tendencies, we need to know the history of the overwhelmingly white communities of tabletop gaming hobbyists that preceded it. It begins by looking at how the privileged networks of model railroad hobbyists in the early twentieth century laid a cultural foundation for the scenes that would grow up around war games, role-playing games, and board games in the decades ahead. These early networks of hobbyists were able to thrive because of how their leisure interests and professional ambitions overlapped. Yet despite the personal and professional strides made by individuals in these networks, the networks themselves remained cloistered and homogeneous—the secret playgrounds of white men. Aaron Trammell catalogs how gaming clubs composed of lonely white men living in segregated suburbia in the sixties, seventies and eighties developed strong networks through hobbyist publications and eventually broke into the mainstream. He shows us how early hobbyists considered themselves outsiders, and how the denial of white male privilege they established continues to define the socio-technical space of geek culture today. By considering the historical role of hobbyists in the development of computer technology, game design, and popular media, The Privilege of Play charts a path toward understanding the deeply rooted structural obstacles that have stymied a more inclusive community. The Privilege of Play concludes by considering how digital technology has created the conditions for a new and more diverse generation of geeks to take center stage.