Show/Hide Menu
Hide/Show Apps
Logout
Türkçe
Türkçe
Search
Search
Login
Login
OpenMETU
OpenMETU
About
About
Open Science Policy
Open Science Policy
Open Access Guideline
Open Access Guideline
Postgraduate Thesis Guideline
Postgraduate Thesis Guideline
Communities & Collections
Communities & Collections
Help
Help
Frequently Asked Questions
Frequently Asked Questions
Guides
Guides
Thesis submission
Thesis submission
MS without thesis term project submission
MS without thesis term project submission
Publication submission with DOI
Publication submission with DOI
Publication submission
Publication submission
Supporting Information
Supporting Information
General Information
General Information
Copyright, Embargo and License
Copyright, Embargo and License
Contact us
Contact us
Understanding gender in PC games and gaming culture: the case of League of Legends
Download
Understanding Gender in PC Games and Gaming Culture_The Case of League of Legends_Ceren YILMAZ.pdf
Date
2022-12
Author
Yılmaz , Ceren
Metadata
Show full item record
This work is licensed under a
Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License
.
Item Usage Stats
660
views
671
downloads
Cite This
Online multiplayer games are constructed as male-dominated spaces. Many cis-heterosexual women and LGBTQIA+ gamers are excluded from gaming communities and spaces. Marginalized gaming communities are subject to harassment, verbal abuse, and hate speech in online multiplayer games. This research is conducted to document in detail the experiences of these communities in one of the most popular online PC games: the League of Legends. In this thesis, I aim to find answers to the ways of operating and embedding gender inequalities in the gendered gaming culture and the characteristics of the League of Legends’ Turkey Server. I conducted parallel mixed-method research by quantitative data and qualitative data. I utilized feminist methodology and critical discourse analysis. In addition, I tried to show how the detection mechanisms and gamerlect as a discourse constitute the online gaming community and spaces.
Subject Keywords
Gaming culture
,
The League of Legends
,
Mixed-methods
,
Gender inequality
,
Gaming Community
URI
https://hdl.handle.net/11511/101231
Collections
Graduate School of Social Sciences, Thesis
Suggestions
OpenMETU
Core
Commitment to multiplayer online games: An investment model approach
Uysal, Ahmet (2016-08-01)
Multiplayer online games have highly committed players who continue playing these games for years. In the present study, commitment to multiplayer online games was examined from an investment model perspective. The investment model was originally developed to explain persistence in romantic relationships, ultimately identifying the three predictors of commitment as satisfaction, quality of alternatives, and investment size. Furthermore, commitment has been linked to greater accommodation (i.e., constructive...
Exploring the Role of the City as a Learning Environment for Heritage Education
Şimşek, Gökçe; Acar, Esin; Çayırezmez Atalan, Nurdan; Elitok Kesici, Ayşe (Middle East Technical University, Faculty of Architecture, 2013-12-1)
Günümüzde, toplumların kültürel miras üzerine eğitimi önemli küresel uğraşlardan biri haline gelmektedir. Kültürel miras eğitimi, tarih, koruma, eğitim gibi farklı disiplinlere çalışma konusu olmakta ve geçmişe ilgi uyandırmak, geleneklerin devamlılığını sağlamak, kentlilerde yaşadıkları çevreye yönelik farkındalık oluşturmak, kentliler arasında birlik duygularını, dayanışmayı sağlamak gibi çeşitli amaçlar doğrultusunda gerçekleştirilmektedir. Küresel düzeyde, özellikle kentlerin yaşam alanı olarak önem kaz...
A tool for network simulation of massively multiplayer online games
Bozcan, Selçuk; İşler, Veysi; Department of Computer Engineering (2008)
Massively multiplayer online games (MMOGs) have become highly popular in the last decade and now attract millions of users from all over the world to play in an evolving virtual world concurrently over the Internet. The high popularity of MMOGs created a rapidly growing market and this highly dynamic market has forced the game developers to step up competitively. However, MMOG development is a challenging and expensive process. In this study, we have developed a network simulation tool which can be used to ...
Adults’ lived experiences of excessive online game playing
Özcan, Ece; Gençöz, Tülin; Fazilet, Canbolat; Department of Psychology (2020-9)
The aim of this thesis is to explore the lived experiences of adults who play online games excessively. In particular, it aims at investigating the individuals’ accounts of their engagement in excessive online gaming in terms of the effects of online gaming in their lives and the meanings they attribute to it. Qualitative research is used for this purpose. Semi-structured interviews are done with eight male adults who state that their online gaming behavior is excessive. The data is analyzed to identify sup...
Contribution to the collaborative work in virtual organization - a case study
Weber, Gerhard Wilhelm; Özdamar, Linet; Pedamallu, Chandra Sekhar; Crespo, Fernando A. (Walter de Gruyter GmbH, 2012-10-1)
A virtual organization is a community of people who interact together socially on a technical platform. These kinds of communities are built on a common interest, a common problem or a common task of its members that is pursued on the basis of implicit and explicit codes of behavior. The six dimensions that are normally used to analyze virtual organizations are the use of technologies, sense of belonging, success factors, level of trust from members, virtual community management, and contents of the virtual...
Citation Formats
IEEE
ACM
APA
CHICAGO
MLA
BibTeX
C. Yılmaz, “Understanding gender in PC games and gaming culture: the case of League of Legends,” M.S. - Master of Science, Middle East Technical University, 2022.