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Are We All Speaking of the Same Feminazi? Understanding the Nuances of a Gendered Slur in Gaming Culture

image of Are We All Speaking of the Same Feminazi? Understanding the Nuances of a Gendered Slur in Gaming Culture

This chapter examines the complex use of the gendered slur “feminazi” within online gaming discourse. Originally coined to target militant feminists, the term has evolved in digital spaces and now functions as a marker of broader cultural conflicts over gender and power. By analyzing posts, forum discussions, and prior research in both game studies and Natural Language Processing (NLP), the study reveals that the interpretation of “feminazi” is deeply subjective. The meaning attributed to it varies according to the annotator’s gender, race, class, and socio-cultural background, leading to significant disagreement over its classification as misogynistic or merely provocative. The chapter further situates these findings within the context of well-documented events such as #Gamergate and debates on toxic masculinity in gaming culture. It argues that the polarized responses to the term are indicative of a broader struggle over identity and inclusivity in digital communities. Ultimately, the study calls for a more nuanced understanding of hate speech that accounts for the plurality of perspectives and contexts in which such language is deployed, suggesting that simplistic categorizations may obscure the rich tapestry of online interactions.

Keywords: gaming culture ; gendered slurs ; misogyny ; online discourse ; subjectivity ; toxicity

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References

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References

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    [Google Scholar]
  3. Assunção, Carina (2016). “No Girls on the Internet’: The Experience of Female Gamers in the Masculine Space of Violent Gaming,” Press Start 3.1: 4665.
    [Google Scholar]
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  5. Bjørkelo, Kristian A. (2022). “Playing with Boundaries: Empirical Studies of Transgressions and Gaming Culture,” PhD thesis, The University of Bergen.
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  9. Chess, Shira and Adrienne Shaw (2016). “We Are All Fishes Now: DiGRA, Feminism, and GamerGate,” Transactions of the Digital Games Research Association 2.2: 21–30.
    [Google Scholar]
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  12. Goffman, Erving (2017). Interaction Ritual: Essays in Face-to-Face Behavior. New York: Routledge.
  13. Gray, Kishonna L., Gerald Voorhees, and Emma Vossen (2018). “Introduction: Reframing Hegemonic Conceptions of Women and Feminism in Gaming Culture,” in Feminism in Play, ed. Kishonna L. Gray, Gerald Voorhees, and Emma Vossen. Cham: Springer International Publishing, 117.
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  14. Hawley, George (2017). Making Sense of the Alt-Right. New York: Columbia University Press.
  15. Jane, Emma (2017). Misogyny Online: A Short (and Brutish) History. London: SAGE Publications.
  16. Kendall, Lori (2011). “‘White and Nerdy’: Computers, Race, and the Nerd Stereotype: White and Nerdy,” The Journal of Popular Culture 44.3: 50524.
    [Google Scholar]
  17. Lenz, Claudia (2011). “Konstruksjon Av Den Andre: Teoretiske Og Historiske Perspektiver,” in Forestillinger Om Jøder: Aspekter Ved Konstruksjonen Av En Minoritet 1814–1940, ed. Vibeke Moe and Øivind Kopperud. Oslo: Unipub, S. 934.
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  18. Maloney, Marcus, Steven Roberts, and Timothy Graham (2019). Gender, Masculinity and Video Gaming: Analysing Reddit’s r/Gaming Community. Cham: Springer International Publishing.
  19. Massanari, Adrienne L. (2017). “#Gamergate and the Fappening: How Reddit’s Algorithm, Governance, and Culture Support Toxic Technocultures,” New Media & Society 19.3: 32946.
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  20. Massanari, Adrienne L. (2018). “Rethinking Research Ethics, Power, and the Risk of Visibility in the Era of the ‘Alt-Right’ Gaze,” Social Media + Society 4.2. https://doi.org/10.1177/2056305118768302.
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  23. Mulki, Hala and Bilal Ghanem (2021). “Let-Mi: An Arabic Levantine Twitter Dataset for Misogynistic Language,” in Proceedings of the Sixth Arabic Natural Language Processing Workshop, ed. Nizar Habash, Houda Bouamor, Hazem Hajj, Walid Magdy, Wajdi Zaghouani, Fethi Bougares, […] and Samia Touileb. Stroudsburg: Association for Computational Linguistics, 15463.
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  24. Nagle, Angela (2017). Kill All Normies: Online Culture Wars from 4Chan and Tumblr to Trump and the Alt-Right. London: Zero Books.
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  27. Vossen, Emma (2018). “The Magic Circle and Consent in Gaming Practices,” in Feminism in Play, ed. Kishonna L. Gray, Gerald Voorhees, and Emma Vossen. Cham: Springer International Publishing, 20520.
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