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The erasure of female representation in geek spaces as an element for the construction of Geek identity: The case of Warhammer 40.000

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In the following article we aim to depict the complex threefold relationship between the phenomenon of the second digital divide that plagues women inside entertainment spaces, the theoretical framework of post-sexism and the construction of Geek identity as a besieged, discriminated space. Our purpose is to highlight how the construction of Geek identity was based on both the exclusion of women from geek spaces and the creation of a melodramatical narrative surrounding such spaces. We do so through the analysis of gender representation within the popular Warhammer 40.000 game. Results show a perfect example of a women-excluding setting, packed with gender representation problems that is trying, as of late, to distance itself from such baggage, taking steps to redefine what it means to be a Warhammer 40.000 fan.
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Keywords: Gamergate; Geek identity; Warhammer; feminisms; game studies; gender representation

Document Type: Research Article

Affiliations: 1: Complutense University of Madrid 2: Malaga University

Publication date: October 1, 2018

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  • The Catalan Journal of Communication and Cultural Studies (CJCS) is committed to publishing research and theoretical articles in the fields of media studies, popular culture and cinema, public relations and advertising studies, social communication, new media, language uses in the media, communication and cultural policies, social and national identities, gender studies, sports and leisure, tourism and heritage, among other related issues. CJCS publishes double blind peer-reviewed articles and its aims and scope cover not only Catalan media and cultural systems but also other social contexts.
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