One Year of #GamerGate: The Shared Twitter Link as Emblem of Masculinist Gamer Identity

2019 ◽  
Vol 15 (8) ◽  
pp. 982-1003
Author(s):  
David O. Dowling ◽  
Christopher Goetz ◽  
Daniel Lathrop

Since the #GamerGate controversy erupted in 2014, anti-feminist gamers continue to lash out at feminists and supporters of progressive and inclusive gaming content. A key strategy in this discourse is the sharing of content via links on Twitter, which accompany messages positioning the sender on either side of the debate. Through qualitative analysis of a data set drawn from 1,311 tweets from 2016 to 2017, we argue that tweeted links are a salient tool for signaling affiliation with gaming communities. For anti-feminist gamers, the tweeted link defines masculinist gamer identity and constructs social boundaries against the increasing diversification of video game culture reflected in higher overall rates of feminist tweets. Links can be construed as revelatory of boundary work and thus can help shed insight on the extent to which #GamerGate discourse was intended to defend gaming culture as an exclusively masculine space.

2021 ◽  
pp. 146144482198935
Author(s):  
Stephanie Orme

This study explores the phenomenon of video game spectatorship from the perspective of a population I refer to as “just watchers.” Previous studies have tended to focus on game spectatorship from turn-taking “non-players” or live-streaming audiences, specifically. “Just watchers” are individuals who express no desire to play video games themselves, yet are avid spectators of others’ video game play, both virtually and in-person. Drawing on semi-structured interviews with 27 participants, this study explores their motivations for gaming spectatorship, as well as their aversion to playing games themselves. Findings suggest the “work” of playing games, lack of skill, access to games, and toxic online communities are deterrents to playing games. Participants expressed that games spectatorship offers them narrative engagement that is distinct from traditional media, and that despite “just watching,” they tend to consider themselves as part of gaming culture.


Author(s):  
Ondřej Hrabec

This article addresses the concept of play style, which has been insufficiently explored in research on video game players despite the diversity of empirically observable play styles in competitive gaming. The main proposition of this article is that play style is a pattern that predicts players' behavior, their perceptions and their interactions. A qualitative analysis was conducted to better understand the term “style” in gamer culture based on an extensive examination of players' texts and interviews with professional gamers and commentators. The results identify categories corresponding to seven general styles that relate to gamer terminology and play theory. The results also suggest a richness, dynamic interrelatedness and changeability of styles. Furthermore, there may be similarities among different play styles with regard to their activity components despite the different intentional patterns that direct players' behaviors.


2017 ◽  
Author(s):  
Aaron Panofsky ◽  
Joan Donovan

Using a data set drawn from the website Stormfront, this paper presents a qualitative analysis of online discussions of white nationalist individuals’ genetic ancestry test (GAT) results. Seeking genetic confirmation of personal identities and having a strong ideology of the genetic basis of race and the value of white “purity,” white nationalists using GATs are sometimes confronted with information they consider evidence of non-white or non-European ancestry. Despite their essentialist views of race, Stormfront posters use GAT information to police individuals’ membership far less commonly than working to develop a variety of scientific and anti-scientific responses enabling them to repair identities by rejecting or reinterpreting GAT results. Simultaneously, however, Stormfront posters use the particular relationships made visible by GATs to debate the collective boundaries and constitution of white nationalism. Bricoleurs with genetic knowledge, white nationalists use a “racial realist” interpretive framework that departs from canons of genetic science but cannot be dismissed simply as ignorant.


Author(s):  
J. Schachtschneider ◽  
C. Brenner

Abstract. The development of automated and autonomous vehicles requires highly accurate long-term maps of the environment. Urban areas contain a large number of dynamic objects which change over time. Since a permanent observation of the environment is impossible and there will always be a first time visit of an unknown or changed area, a map of an urban environment needs to model such dynamics.In this work, we use LiDAR point clouds from a large long term measurement campaign to investigate temporal changes. The data set was recorded along a 20 km route in Hannover, Germany with a Mobile Mapping System over a period of one year in bi-weekly measurements. The data set covers a variety of different urban objects and areas, weather conditions and seasons. Based on this data set, we show how scene and seasonal effects influence the measurement likelihood, and that multi-temporal maps lead to the best positioning results.


Journalism ◽  
2016 ◽  
Vol 18 (3) ◽  
pp. 281-297 ◽  
Author(s):  
Joy Jenkins ◽  
Edson C Tandoc

Rolling Stone ignited a debate in July 2013 when it published a cover featuring alleged Boston Marathon bomber Dzhokhar Tsarnaev. The online version of the cover story drew comments expressing criticism and support of the cover. A qualitative analysis of comments posted within the first week of the cover story shed light on the image’s institutional meaning for Rolling Stone and cultural meaning for readers. Assessing this cover as a critical incident, this study shows how readers, through their comments, participated in the ongoing boundary work in the journalistic field, joining journalism’s interpretive community in defining professional roles, norms, and routines.


2021 ◽  
Author(s):  
Thomas Ka-Luen Lui ◽  
Ka Shing, Michael Cheung ◽  
Wai Keung Leung

BACKGROUND Immunotherapy is a new promising treatment for patients with advanced hepatocellular carcinoma (HCC), but is costly and potentially associated with considerable side effects. OBJECTIVE This study aimed to evaluate the role of machine learning (ML) models in predicting the one-year cancer-related mortality in advanced HCC patients treated with immunotherapy METHODS 395 HCC patients who had received immunotherapy (including nivolumab, pembrolizumab or ipilimumab) in 2014 - 2019 in Hong Kong were included. The whole data set were randomly divided into training (n=316) and validation (n=79) set. The data set, including 45 clinical variables, was used to construct six different ML models in predicting the risk of one-year mortality. The performances of ML models were measured by the area under receiver operating characteristic curve (AUC) and the mean absolute error (MAE) using calibration analysis. RESULTS The overall one-year cancer-related mortality was 51.1%. Of the six ML models, the random forest (RF) has the highest AUC of 0.93 (95%CI: 0.86-0.98), which was better than logistic regression (0.82, p=0.01) and XGBoost (0.86, p=0.04). RF also had the lowest false positive (6.7%) and false negative rate (2.8%). High baseline AFP, bilirubin and alkaline phosphatase were three common risk factors identified by all ML models. CONCLUSIONS ML models could predict one-year cancer-related mortality of HCC patients treated with immunotherapy, which may help to select patients who would most benefit from this new treatment option.


2021 ◽  
Author(s):  
Kezia Lange ◽  
Andreas C. Meier ◽  
Michel Van Roozendael ◽  
Thomas Wagner ◽  
Thomas Ruhtz ◽  
...  

<p>Airborne imaging DOAS and ground-based stationary and mobile DOAS measurements were conducted during the ESA funded S5P-VAL-DE-Ruhr campaign in September 2020 in the Ruhr area. The Ruhr area is located in Western Germany and is a pollution hotspot in Europe with urban character as well as large industrial emitters. The measurements are used to validate data from the Sentinel-5P TROPOspheric Monitoring Instrument (TROPOMI) with focus on the NO<sub>2</sub> tropospheric vertical column product.</p><p>Seven flights were performed with the airborne imaging DOAS instrument, AirMAP, providing continuous maps of NO<sub>2</sub> in the layers below the aircraft. These flights cover many S5P ground pixels within an area of about 40 km side length and were accompanied by ground-based stationary measurements and three mobile car DOAS instruments. Stationary measurements were conducted by two Pandora, two zenith-sky and two MAX-DOAS instruments distributed over three target areas, partly as long-term measurements over a one-year period.</p><p>Airborne and ground-based measurements were compared to evaluate the representativeness of the measurements in time and space. With a resolution of about 100 x 30 m<sup>2</sup>, the AirMAP data creates a link between the ground-based and the TROPOMI measurements with a resolution of 3.5 x 5.5 km<sup>2</sup> and is therefore well suited to validate TROPOMI's tropospheric NO<sub>2</sub> vertical column.</p><p>The measurements on the seven flight days show strong variability depending on the different target areas, the weekday and meteorological conditions. We found an overall low bias of the TROPOMI operational NO<sub>2</sub> data for all three target areas but with varying magnitude for different days. The campaign data set is compared to custom TROPOMI NO<sub>2</sub> products, using different auxiliary data, such as albedo or a priori vertical profiles to evaluate the influence on the TROPOMI data product. Analyzing and comparing the different data sets provides more insight into the high spatial and temporal heterogeneity in NO<sub>2</sub> and its impact on satellite observations and their validation.</p>


Author(s):  
Amanda C. Cote

In 2012, video gaming culture saw an interesting, paradoxical divergence. On one hand, game journalists and trade organizations testified that gaming had significantly diversified from its masculine roots, with women comprising nearly half of all gamers. On the other hand, gaming spaces witnessed increasing, public incidents of sexism and misogyny. Gaming Sexism analyzes the video game industry and its players to explain the roots of these contradictory narratives, how they coexist, and what their divergence means in terms of power and gender equality. Media studies scholar Amanda C. Cote first turns to video game magazines to assess how longstanding expectations for “gamers” are shifting, how this provokes anxiety in traditional audiences, and how these players resist change, at times employing harassment and sexism to drive out new audience members. She follows this analysis by interviewing female players, to see how their experiences have been affected by games’ changing environment. Interviewees reveal many persistent barriers to full participation in gaming, including overtly and implicitly sexist elements within texts, gaming audiences, and the industry. At the same time, participants have developed nuanced strategies for managing their exclusion, pursuing positive gaming experiences, and competing with men on their own turf. Thus, Gaming Sexism reveals extensive, persistent problems in achieving gender equality in gaming. However, it also demonstrates the power of a motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces—and culture more broadly—can themselves be gamed and overcome.


2019 ◽  
Vol 11 (9) ◽  
pp. 2693 ◽  
Author(s):  
Cong Cheng ◽  
Liebing Cao ◽  
Huihui Zhong ◽  
Yining He ◽  
Jiahong Qian

Adopting the empowerment perspective of leadership, this study proposes and examines the mediating model that leader encouragement of creativity affects innovation speed through strengthening employees’ engagement in the creative process. Using a sample of 245 participants in China, the results from structural equation modeling (SEM) suggest that the impact of leader encouragement of creativity on innovation speed is significantly mediated by creative process engagement, and positively moderated by organizational ambidexterity at the same time. Additionally, the results from fuzzy-set comparative qualitative analysis (fsQCA) with the same data set reveal that the aforementioned factors have a holistic effect on enhancing innovation speed. The results of fsQCA reinforce and refine the findings of the SEM analysis concerning the limits and conditions for how leader encouragement of creativity affects innovation speed.


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