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Critically Encountering Exer-Games and Young Femininity

This article builds upon previous research into the Nintendo Wii game “We Cheer” through qualitative analysis of the lived experiences of young girls and their playing experiences. I argue here that this multi-layered approach is important as it allows for exploration of the nuances between representation and everyday lives, specifically when analyzing the complexity and contradictions related to the girls’ hetero-sexy embodiment and the process of becoming female in a (digital) culture still largely dominated by the sociocultural constitution of slenderness. Throughout the analysis, I aim to demonstrate the way in which the girls’ engagement with “We Cheer” was mediated by their own embodied sensemaking and work on the self. As such, I focus on the partial stories that the girls tell about their own embodied femininities to advance studies of media reception in ways that are arguably unique to interactive exer-games such as “We Cheer.”