Abstract
This chapter provides a conceptualization of gazing practices during the playing of video games. Understanding gaze as a gendered performance influenced by intersecting facets of identity, the framework that I propose emphasizes gaze as a praxis that players can adopt, learn, and develop throughout their moments of play. As an example of this approach to gamic gazing, I specifically elaborate on feminine gaze to highlight the possible pleasures, desires, and experiences of playing video games from a feminine subject position, resisting or denying the conventions of male gaze. To demonstrate feminine gaze and the entangling layers of gaze at work during the playing of video games, this chapter features an analysis of Ada Wong’s chapter in Resident Evil 6.
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Jennings, S.C. (2018). Women Agents and Double-Agents: Theorizing Feminine Gaze in Video Games. In: Gray, K., Voorhees, G., Vossen, E. (eds) Feminism in Play. Palgrave Games in Context. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-319-90539-6_14
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