I’m a warrior, I’m a monster – Who am I anyway? Shifting/Shaping Identity through Video Game Play
Kathy Sanford, Leanna Madill
Abstract
This article examines the implications of video game play on identity constructions. Our study focused on the gendered nature of identity and young males’ construction of their gendered
identity. Our study involved interviewing 3 young adult males aged 21, 24, and 30. The interviews allowed for the participants to reflect on their particular (previously unexamined) ideologies and values, as they began to question the incongruence of these values with particular game-based behaviours. For example, practices of competition, aggression, and violence were issues that either conflicted with or paralleled participants’ practices in other aspects of their lives.
identity. Our study involved interviewing 3 young adult males aged 21, 24, and 30. The interviews allowed for the participants to reflect on their particular (previously unexamined) ideologies and values, as they began to question the incongruence of these values with particular game-based behaviours. For example, practices of competition, aggression, and violence were issues that either conflicted with or paralleled participants’ practices in other aspects of their lives.
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This publication has been generously supported by Simon Fraser University through the Research Opportunities Committee, Faculty of Education and through a serial publications fund grant awarded by the University Publications Committee.
ISSN 1923-2691