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2013 Annual Conference

November 5–8, 2013

Lexington, KY

It is time to review the schedule for the placement of your session in the AAACE Agenda. This is the final draft of the Schedule. When you look up your name, use the detail listing to check what days/times you asked to be placed. This is a huge program and we can accommodate necessary changes in day and time now, but may not be able to do so after September 1, 2013 except in emergencies. Please carefully check your placement and send any requests to Ginger Phillips, AAACE Conference Planner with AAACE Session Change Request in the subject line. We will respond to your email, but it may take us up to a week to do so. Thanks for your help in "fine tuning" this agenda!

Games and Masculinity: Learning How to be a Man Through Video Games

Wednesday, November 6, 2013 at 1:30 PM–2:30 PM EST
Regency3
Type of Presentation

Shared

Session Abstract

This session will present data and explore how community college men construct their masculinity through playing video games.

Target Audience

Educators, administrators, higher education professionals; social justice educators; men; anyone interested in video games, social media, and popular cutlure.

Learning Outcomes

Learners, as a result of this session, will understand the discourse of popular culture, and they will understand how video games are a critical component of that discourse. Further, they will also be able to define and articulate the challenges and opportunities facing community college men. Lastly, learners will be able to appreciate and analyze the nuances of masculinity and its (social) construction. Most importantly, learners will comprehend how video games are a crucial learning space for this demographic.

Session Description

Popular culture is a critical area for adult learning, and video games are (largely) an un-analyzed section of this culture. Work by adult educators primarily focuses on TV and Film, while overlooking video gaming as a social learning space. My contention is that just as the current research on popular culture shows hegemony as work; so, too, are there hegemonic effects within video games. To promote social justice and social equality, we must understand the hegemony, how it is perceived by participants within this community, and how video games can be used to promote emancipatory learning.
This session will present the data and tentative analysis of interviews conducted with male community college students. This analysis shall examine how masculinity is constructed using video games, how it can be deconstructed, and what potential hegemony occurs within the learning space.

Efforts are made to try to schedule sessions on the day preferred by the Primary Presenter, though this cannot be guaranteed. Please check your preference.

No preference

Primary Presenter

Eric Niemi, Northern Illinois University
Work Title

Additional Presenters: Enters In Order.

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