GenGam: Gendered Gam(bl)ing

Description of the granted funding

European governments are increasingly concerned with safer gaming and gambling online. The GenGam project (2026-2030) will create new knowledge about women's gamblified leisure through the consumption of East Asian pop culture. The project is situated across game studies, media-, and cultural studies, East Asia studies, and borrows knowledge from women- and gender studies, and gambling studies. GenGam uses qualitative data, relying on case studies, international fieldwork in Japan and Hong Kong, and auxiliary textual sources. It will use close critical readings as the method for data analysis. The research will be carried out at Tampere University. GenGam's result addresses the current scientific and governmental biases on stereotypical videogaming and masculine gambling by including a focus on women's gamblified leisure. The results will impact the early-stage policy-making processes that are specifically geared towards online safety in videogaming and gambling on a European level.
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Starting year

2026

End year

2030

Granted funding

Johanna Blom Orcid -palvelun logo
699 429 €

Funder

Research Council of Finland

Funding instrument

Academy research fellows

Decision maker

Scientific Council for Social Sciences and Humanities
11.06.2026

Other information

Funding decision number

375320

Fields of science

Media and communications

Research fields

Viestintä ja mediatutkimus