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Amanda Cote - Michigan State University. East Lansing, MI, US

Amanda Cote

Associate Professor and Director of the Serious Games Certificate | Michigan State University

East Lansing, MI, UNITED STATES

Amanda Cote researches the industry and culture of games, with an emphasis on areas such as gender, identity, and representation.

Media

Publications:

Amanda Cote Publication

Documents:

Photos:

Videos:

From Digital to Dungeons | What the video game industry can learn from D&D

Audio/Podcasts:

UO Today With Amanda Cote Episode 30: Sexism and the Gamer Identity (with Amanda Cote)

Biography

Amanda Cote is an Associate Professor and Director of the Serious Games Certificate in the Department of Media & Information. She researches the industry and culture of games, with an emphasis on areas such as gender, identity, and representation; game development and labor; and collegiate esports. In recent publications, for instance, she has explored how crunch (extensive, often unpaid overtime) persists in the video game industry, how collegiate esports programs responded to the COVID-19 pandemic, and how race and gender stereotypes permeate game-related media and communities. She addresses these questions through methods such as in-depth interviews and discourse analysis.

Cote completed her Ph.D. in Communication Studies at the University of Michigan in 2016, then worked at the University of Oregon School of Journalism and Communication. Her first book, Gaming Sexism, was published in 2020 by New York University Press, and she has published articles in venues including Journal of Communication, New Media & Society, Convergence, Games and Culture, and Feminist Media Studies.

Industry Expertise (3)

Toys / Games

Education/Learning

Research

Areas of Expertise (3)

Media Studies

Collegiate E-sports

Game Development

Accomplishments (3)

ICA Game Studies, Top Paper Award (professional)

2019

McDonald Award for Best Communication Studies Graduate Student Instructor (professional)

2011-2012

Incubating Interdisciplinary Initiatives (I3) Award (professional)

2021-2023

Education (2)

University of Michigan: Ph.D., Communication Studies 2016

University of Virginia: B.A., Media Studies, Foreign Affairs 2010

Affiliations (6)

  • International Communications Association : Member
  • Society for Cinema & Media Studies : Member
  • Digital Games Research Association : Member
  • Association for Internet Research : Member
  • Popular Culture Association/American Culture Association : Member
  • Esports Research Network : Founding Member

News (3)

Unfair game: Women say harassment is common when gaming online

The Eyeopener  online

2022-03-25

Amanda Cote, an assistant professor of media studies and game studies at the University of Oregon, says women gamers often face harassment when gaming because they’re seen “breaking conventions” when they play. This is because gaming has been heavily associated as an activity for young men and so, they are seen as the “expected audience.”

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Activision Blizzard employees form first of its kind Game Workers Alliance Union

The Guardian  online

2022-01-21

Those same problems make organizing more difficult, said Amanda Cote, professor at University of Oregon and author of Gaming Sexism: Gender and Identity in the Era of Casual Video Games.

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Microsoft purchase of Activision Blizzard won’t clean up gamer culture overnight: 5 essential reads about sexual harassment and discrimination in gaming and tech

The Conversation  online

2022-01-18

More than a third of female gamers have experienced harassment, and female players have developed coping strategies like hiding their gender, playing only with friends and shutting down harassers by outplaying them, according to University of Oregon professor Amanda Cote. These strategies take time and energy, and they avoid rather than challenge the harassment. Challenging harassment is also fraught, because it typically sparks a backlash and puts the burden on the victim.

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Event Appearances (3)

Bringing Worlds Together… Sometimes: North American Game Journalists and their Relationship with the Public.

Digital Game Research Association Conference  Krakow, Poland

2022-07-11

Studying and Speaking to Industries: A Game Studies Roundtable

Console-ing Passions 2022  Orlando, FL

2022-06-24

The virtual front porch: An analysis of the impact of collegiate esports on university identification

North American Society for Sport Management Conference  Atlanta, GA

2022-06-03

Research Grants (2)

Dean’s Grant

The Institutionalization of Collegiate Esports $5000

2020-2021

Petrone Grant

University of Oregon School of Journalism and Communication $5000

2019-2020

Journal Articles (5)

Taking Care of Toxicity: Challenges and Strategies for Inclusion in U.S. Collegiate Esports Programs

Journal of Electronic Gaming and Esports

2023 As esports, or structured competitive video game play, continues to make significant inroads into college campuses, it is important for programs and universities to consider how this expansion is occurring; as collegiate programs formalize, the policies and practices developed now will set the stage for the future.

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Philanthropic, prosocial players: How game-related charity events motivate unlikely donors

New Media & Society

2022 Although we have long known that many different types of individuals play video games, the stereotypical “gamer” is often portrayed as a young male. Furthermore, research into questions such as violence and aggression, addiction or problematic play, and toxic gaming communities tends to frame gamers and gaming as anti-social.

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“Starting from scratch to looking really clean and professional”: how students’ productive labor legitimizes collegiate esports

Critical Studies in Media Communication

2022 This article analyzes the relationship between student productive labor, or the creation of media content like podcasts or graphic designs, and the institutionalization of collegiate esports. Through 19 semi-structured interviews with students and professionals involved in different areas around collegiate esports, we found that students’ productive labor was a key force in the institutionalization of collegiate esports that generated value for university institutions, the collegiate esports program, and themselves.

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The cruel optimism of “good crunch”: How game industry discourses perpetuate unsustainable labor practices

New Media & Society

2021 The video game industry’s labor practices have become an increasingly common topic of discussion throughout game studies and the gaming community, especially when it comes to “crunch” or periods of intense, extended overtime. Despite this attention, crunch persists, and the industry’s tendency to distinguish externally mandated or excessive crunch from self-directed or scheduled crunch continues to be problematic.

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Who Gets to Be in The Guild? Race, Gender and Intersecting Stereotypes in Gaming Cultures

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2021 While media studies have frequently assessed the importance of representation, research in this area has often been siloed by institutional and methodological norms that define academics as “gender”, “race”, or “class” scholars, rather than inclusive scholars of all these and more.

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