TY - CHAP AB - Abstract This chapter reports from a qualitative study on how identity categories, including gender and ethnicity, are experienced and constructed through video gaming among immigrant youth in Norway. The aim here is to explore the manifestations and contestations of gendered power and hegemonic practices among the young immigrant girls and boys. This chapter builds on research about everyday media use especially video games, and our analysis is based on theories of hegemony, power, gender, and ethnicity. Three key findings are observed from the study: (a) video games acting as a bridge between ethnic minority boys (not so much with the girls) and ethnic Norwegians, (b) hegemonic gendered practices, emphasizing the “otherness,” in particular for girls adhering to the category of gamer, and finally, to a lesser degree, (c) marginalization within video games on the basis of being a non-Western youth in a Western context. As such the study simultaneously not only confirms but also challenges dominant discourses on video games by suggesting that, although some positive strides have been made, the claims of a post-gender neutral online world, or celebrations of an inclusive and democratic online media culture, especially video gaming, are still premature. VL - 16 SN - 978-1-78769-455-2, 978-1-78769-456-9/2050-2060 DO - 10.1108/S2050-206020180000016011 UR - https://doi.org/10.1108/S2050-206020180000016011 AU - Dralega Carol Azungi AU - Corneliussen Hilde G. ED - Apryl A. Williams ED - Ruth Tsuria ED - Laura Robinson ED - Aneka Khilnani PY - 2018 Y1 - 2018/01/01 TI - Manifestations and Contestations of Hegemony in Video Gaming by Immigrant Youth in Norway T2 - Media and Power in International Contexts: Perspectives on Agency and Identity T3 - Studies in Media and Communications PB - Emerald Publishing Limited SP - 153 EP - 169 Y2 - 2024/04/25 ER -