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Gaming before E-Sports: Playing with Gender in Early Gaming Communities, 1993-2001

Gaming before E-Sports: Playing with Gender in Early Gaming Communities, 1993-2001
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Author(s): Marley-Vincent Lindsey (Brown University, USA)
Copyright: 2016
Pages: 25
Source title: Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives
Source Author(s)/Editor(s): Keri Duncan Valentine (West Virginia University, USA)and Lucas John Jensen (Georgia Southern University, USA)
DOI: 10.4018/978-1-5225-0261-6.ch008

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Abstract

Discussions of competitive gaming often begin and end with the development of professional E-Sports. However, competitive gaming has a history that stretches back to the first days of networked play with first generation games like Doom, Warcraft II and Multi-User Dungeons (Henceforth MUDs). Within these games, digital communities became a prominent means of discourse and discussion, heavily reliant on gender as a habit of thought to describe inequality and disparities between players. Using an archive of Warcraft II histories, and forum threads for the game, this chapter describes a social history of this digital community with specific emphasis on the ways that gender was used.

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