Venn Diagram of LGBTQ+ and Gaming Communities Goes Here
daily.jstor.org
daily.jstor.org
> More than half of online multiplayer gamers who experience harassment believe they were targeted because of their identity. Women (38%) and LGBTQ+ (35%) players reported the most online harassment. In addition, Black or African American (31%), Hispanic and Latinx (24%), and Asian-American (23%) players weren’t far behind in these negative experiences. And Jewish and Muslim (19%) players reported being targeted because of their religion.
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> > Fun as a monolithic principle silences the voices of marginalized gamers and promotes reactionary, territorial behavior from within privileged spaces of the games community. Moving beyond fun, by contrast, opens up whole genres of possibilities, many of them queer. The spirit of no-fun is the spirit of alternatives, of disruptions, of difference.