@article{bf67e962-54b4-46a4-81c8-94881b7caf23, author = {Magdalena Kozyra}, title = {Manifestations of narcissistic consumption in selected gamer environments}, journal = {The Polish Journal of the Arts and Culture. New Series}, volume = {2019}, number = {10 (2/2019)}, year = {2019}, issn = {2450-2561}, pages = {35-51},keywords = {video games culture; digital games; gamer; narcissism; identity}, abstract = {The aim of this article is to show how the narcissistic identity of gamers and modes of consumption corresponding with it affect the forms of participation in video games culture. I have analyzed the changing ways in which consumers participate in contemporary popular culture and identified the common image of the gamer which has emerged at the end of the last century. By recalling the key events concerning gamer communities from the last few years, such as the rise of Gamergate movement, I wanted to show the impact of mechanics of exclusion still existing in conservative communities of video game fans. }, doi = {10.4467/24506249PJ.19.010.11982}, url = {https://ejournals.eu/en/journal/pjacns/article/manifestations-of-narcissistic-consumption-in-selected-gamer-environments} }