Résumés
Résumé
Les principaux enjeux discutés dans cette étude concernent la place de la technomasculinité (Johnson, 2018) dans la construction de l’identité des développeur·euse·s de jeux vidéo et l’invisibilisation de certains aspects du travail de développement, notamment la pratique relationnelle (Fletcher, 2001). Cet article offre une démarche ethnographique de type « shadowing » (McDonald, 2005; Vásquez, 2013) ainsi qu’un cadre théorique féministe afin d’observer la pratique relationnelle d’une développeuse de jeux vidéo. Les contributions aborderont les différentes manifestations de la pratique relationnelle telles qu’observées chez la développeuse ainsi que sa propre invisibilisation dans son travail. L’article offre une réflexion sur les limitations du cadre théorique quant au dépassement du binarisme des genres et des stéréotypes genrés dans le travail de développement de jeux vidéo.
Mots-clés :
- Technomasculinité,
- identité professionnelle,
- développeur·euse·s de jeux vidéo,
- pratique relationnelle,
- ethnographie
Abstract
This study focuses on the role of technomasculinity (Johnson, 2018) in the construction of video game developers' identities and the disappearing dynamics of relational practice (Fletcher, 2001). For its analysis, the article proposes an ethnographic shadowing methodology (McDonald, 2005; Vásquez, 2013) combined with a feminist theoretical framework to observe the relational practice of a female video game developer. The contributions address the different manifestations of relational practice observed in the female developer, as well as the latter’s own dynamics of invisibilization. In doing so, the article also reflects on the limits of the theoretical framework in terms of overcoming gender binarism and gendered stereotypes in video game development work.
Keywords:
- Technomasculinity,
- professional identity,
- video game developers,
- relational practice,
- shadowing
Parties annexes
Bibliographie
- Ashcraft, K., et Mumby, D. K. (2004). Reworking Gender: A Feminist Communicology of Organization. SAGE Publications Ltd.
- Ballakrishnen, S., Fielding-Singh, P., et Magliozzi, D. (2019). Intentional Invisibility: Professional Women and the Navigation of Workplace Constraints. Sociological Perspectives, 62(1), 23‑41. https://doi.org/10.1177/0731121418782185
- Connell, R. W., et Messerschmidt, J. W. (2005). Hegemonic Masculinity: Rethinking the Concept. Gender & Society, 19(6), 829‑859. https://doi.org/10.1177/0891243205278639
- Consalvo, M. (2008). Crunched by passion: Women game developers and workplace challenges. Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming, 177‑193.
- Cooren, F. (2010). Ventriloquie, performativité et communication : Ou comment fait-on parler les choses. Réseaux, 163(5), 33‑54. https://doi.org/10.3917/res.163.0033
- Crenshaw, K. W., et Bonis, O. (2005). Cartographies des marges : Intersectionnalité, politique de l’identité et violences contre les femmes de couleur. Cahiers du Genre, 39(2), 51‑82. https://doi.org/10.3917/cdge.039.0051
- Dyer-Witheford, N. et De Peuter, G. S. (2006). « EA Spouse » and the Crisis of Video Game Labour: Enjoyment, Exclusion, Exploitation, and Exodus. Canadian Journal of Communication, 31(3), Article 3. https://doi.org/10.22230/cjc.2006v31n3a1771
- Fletcher, J. K. (1998). Relational Practice : A Feminist Reconstruction of Work. Journal of Management Inquiry, 7(2), 163‑186. https://doi.org/10.1177/105649269872012
- Fletcher, J. K. (2001). Disappearing Acts: Gender, Power, and Relational Practice at Work. MIT Press.
- Fron, J., Fullerton, T., Morie, J. et Pearce, C. (2007). The Hegemony of Play. DiGRA ’07 - Proceedings of the 2007 DiGRA International Conference: Situated Play, 4(The University of Tokyo).
- Geertz, C. (1973). Thick Description: Towards an Interpretive Theory of Culture. Dans C. Geertz (dir.), The Interpretation of Cultures (p. 311-323). Basic Books.
- Gril, J. (2008). The State of Indie Gaming. https://www.gamasutra.com/view/feature/132041/the_state_of_indie_gaming.php
- Haraway, D. (1988). Situated Knowledges: The Science Question in Feminism and the Privilege of Partial Perspective. Feminist Studies, 14(3), 575. https://doi.org/10.2307/3178066
- Harding, S. G. (dir.) (2004). The feminist standpoint theory reader : Intellectual and political controversies. Routledge.
- Harvey, A. (2021). Making the grade: Feminine lack, inclusion, and coping strategies in digital games higher education. New Media & Society, 1461444820986831. https://doi.org/10.1177/1461444820986831
- Harvey, A., et Fisher, S. (2015). "Everyone Can Make Games!": The post-feminist context of women in digital game production. Feminist Media Studies, 15(4), 576‑592. https://doi.org/10.1080/14680777.2014.958867
- Harvey, A., et Shepherd, T. (2017). When passion isn’t enough: Gender, affect and credibility in digital games design. International Journal of Cultural Studies, 20(5), 492‑508. https://doi.org/10.1177/1367877916636140
- Hawey, D. (2021). La pratique professionnelle des artistes-développeurs de jeu vidéo : Une exploration de leur processus réflexif de design [Thèse de doctorat, Université de Montréal]. https://papyrus.bib.umontreal.ca/xmlui/handle/1866/26182
- Johnson, R. S. (2018). Technomasculinity and Its Influence in Video Game Production. Dans N. Taylor et G. Voorhees (dir.), Masculinities in Play (p. 249‑262). Springer International Publishing. https://doi.org/10.1007/978-3-319-90581-5_14
- Johnson, R. S. (2013). Toward Greater Production Diversity: Examining Social Boundaries at a Video Game Studio. Games and Culture, 8(3), 136‑160. https://doi.org/10.1177/1555412013481848
- Kerr, A. (2006). The Business and Culture of Digital Games : Gamework/Gameplay. SAGE Publications Ltd. https://doi.org/10.4135/9781446211410
- Kline, S., Dyer-Witheford, N., et De Peuter, G. (2003). Digital play: The interaction of technology, culture, and marketing. McGill-Queen’s University Press.
- Lipkin, N. (2013). Examining Indie’s Independence: The Meaning of « Indie » Games, the Politics of Production, and Mainstream Cooptation. Loading..., 7(11), Article 11. https://journals.sfu.ca/loading/index.php/loading/article/view/122
- McDonald, S. (2005). Studying actions in context: A qualitative shadowing method for organizational research. Qualitative Research, 5(4), 455‑473. https://doi.org/10.1177/1468794105056923
- Nathues, E., van Vuuren, M., et Cooren, F. (2021). Speaking about vision, talking in the name of so much more: A methodological framework for ventriloquial analyses in organization studies. Organization Studies, 42(9), 1457‑1476. https://doi.org/10.1177/0170840620934063
- Nooney, L. (2013). A Pedestal, a Table, a Love Letter: Archaeologies of Gender in Videogame History. Game Studies, 13(2). http://gamestudies.org/1302/articles/nooney
- O’Donnell, C. (2014). Developer’s dilemma: The secret world of videogame creators. The MIT Press.
- Salter, M. (2018). From Geek Masculinity to Gamergate : The Technological Rationality of Online Abuse. Crime Media Culture, 14(2), 247‑264.
- Spradley, J. P. (1979). The ethnographic interview. Holt, Rinehart and Winston.
- Styhre, A., Remneland-Wikhamn, B., Szczepanska, A.-M., et Ljungberg, J. (2018). Masculine domination and gender subtexts: The role of female professionals in the renewal of the Swedish video game industry. Culture and Organization, 24(3), 244‑261. https://doi.org/10.1080/14759551.2015.1131689
- Tschang, F. T. (2007). Balancing the Tensions between Rationalization and Creativity in the Video Games Industry. Organization Science, 18(6), 989‑1005.
- Vásquez, C. (2013). Devenir l’ombre de soi-même et de l’autre : Réflexions sur le shadowing pour suivre à la trace le travail d’organisation. Revue internationale de psychosociologie et de gestion des comportements organisationnels, HS(Supplement), 69. https://doi.org/10.3917/rips1.hs01.0067
- Weststar, J., et Legault, M.-J. (2018). Women’s Experiences on the Path to a Career in Game Development. Dans K. L. Gray, G. Voorhees, et E. Vossen (dir.), Feminism in Play (p. 105‑123). Springer International Publishing. https://doi.org/10.1007/978-3-319-90539-6_7
- Whitson, J. R. (2018). What Can We Learn From Studio Studies Ethnographies?: A "Messy" Account of Game Development Materiality, Learning, and Expertise. Games and Culture, 15(3), 266‑288. https://doi.org/10.1177/1555412018783320
- Ybema, S., Yanow, D., Wels, H., et Kamsteeg, F. (2009). Studying Everyday Organizational Life. Dans S. Ybema, D. Yanow, H. Wels, et F. Kamsteeg, Organizational Ethnography: Studying the Complexities of Everyday Life (p. 1‑20). SAGE Publications Ltd. https://doi.org/10.4135/9781446278925.n1