Race Culture And The Video Game Industry
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Author |
: Sam Srauy |
Publisher |
: Taylor & Francis |
Total Pages |
: 148 |
Release |
: 2024-04-29 |
ISBN-10 |
: 9781040018545 |
ISBN-13 |
: 1040018548 |
Rating |
: 4/5 (45 Downloads) |
Synopsis Race, Culture and the Video Game Industry by : Sam Srauy
A detailed and much needed examination of how systemic racism in the US shaped the culture, market logic, and production practices of video game developers from the 1970s until the 2010s. Offering historical analysis of the video game industries (console, PC, and indie) from a critical, political economic lens, this book specifically examines the history of how such practices created, enabled, and maintained racism through the imagined ‘gamer.’ The book explores how the cultural and economic landscape of the United States developed from the 1970s through the 2000s and explains how racist attitudes are reflected and maintained in the practices of video games production. These practices constitute a 'Vicious Circuit' that normalizes racism and the centrality of an imagined gamer identity. It also explores how the industry, from indie game developers to larger profit-driven companies, responded to changing attitudes in the 2010s, where racism and lack of diversity in games was frequently being noted. The book concludes by offering potential solutions to combat this ‘Vicious Circuit’. A vital contribution to the study of video games that will be welcomed by students and scholars in the fields of media studies, cultural studies, game studies, critical race studies, and beyond.
Author |
: Jennifer Malkowski |
Publisher |
: |
Total Pages |
: 260 |
Release |
: 2017 |
ISBN-10 |
: 0253026474 |
ISBN-13 |
: 9780253026477 |
Rating |
: 4/5 (74 Downloads) |
Synopsis Gaming Representation by : Jennifer Malkowski
Gaming Representation' offers a timely and interdisciplinary call for greater inclusivity in video games. The issue of equality transcends the current focus in the field of Game Studies on code, materiality, and platforms. Journalists and bloggers have begun to hold the digital game industry and culture accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged behind. Contributors to this volume examine portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, 'Gaming Representation' pushes gaming scholarship to new levels of inquiry, theorizing, and imagination.
Author |
: Soraya Murray |
Publisher |
: Bloomsbury Publishing |
Total Pages |
: 334 |
Release |
: 2017-10-30 |
ISBN-10 |
: 9781786732507 |
ISBN-13 |
: 1786732505 |
Rating |
: 4/5 (07 Downloads) |
Synopsis On Video Games by : Soraya Murray
Today over half of all American households own a dedicated game console and gaming industry profits trump those of the film industry worldwide. In this book, Soraya Murray moves past the technical discussions of games and offers a fresh and incisive look at their cultural dimensions. She critically explores blockbusters likeThe Last of Us, Metal Gear Solid, Spec Ops: The Line, Tomb Raider and Assassin's Creed to show how they are deeply entangled with American ideological positions and contemporary political, cultural and economic conflicts.As quintessential forms of visual material in the twenty-first century, mainstream games both mirror and spur larger societal fears, hopes and dreams, and even address complex struggles for recognition. This book examines both their elaborately constructed characters and densely layered worlds, whose social and environmental landscapes reflect ideas about gender, race, globalisation and urban life. In this emerging field of study, Murray provides novel theoretical approaches to discussing games and playable media as culture. Demonstrating that games are at the frontline of power relations, she reimagines how we see them - and more importantly how we understand them.
Author |
: Walt Williams |
Publisher |
: Simon and Schuster |
Total Pages |
: 304 |
Release |
: 2017-09-19 |
ISBN-10 |
: 9781501129957 |
ISBN-13 |
: 1501129953 |
Rating |
: 4/5 (57 Downloads) |
Synopsis Significant Zero by : Walt Williams
"An award-winning videogame writer offers a rare behind-the-scenes look inside the gaming industry, and expands on how games are transformed from mere toys into meaningful, artistic experiences"--
Author |
: Amanda C. Cote |
Publisher |
: NYU Press |
Total Pages |
: 274 |
Release |
: 2020-09-01 |
ISBN-10 |
: 9781479838523 |
ISBN-13 |
: 1479838527 |
Rating |
: 4/5 (23 Downloads) |
Synopsis Gaming Sexism by : Amanda C. Cote
Interviews with female gamers about structural sexism across the gaming landscape When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women’s gaming are more actively enforced. In Gaming Sexism, Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality. Across in-depth interviews with women-identified gamers, Cote delves into the conflict between diversification and resistance to understand their impact on gaming, both casual and “core” alike. From video game magazines to male reactions to female opponents, she explores the shifting expectations about who gamers are, perceived changes in gaming spaces, and the experiences of female gamers amidst this gendered turmoil. While Cote reveals extensive, persistent problems in gaming spaces, she also emphasizes the power of this motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces can be overcome. Gaming Sexism is a well-timed investigation of equality, power, and control over the future of technology.
Author |
: Kishonna L. Gray |
Publisher |
: Routledge |
Total Pages |
: 114 |
Release |
: 2014-03-27 |
ISBN-10 |
: 9781317521808 |
ISBN-13 |
: 1317521803 |
Rating |
: 4/5 (08 Downloads) |
Synopsis Race, Gender, and Deviance in Xbox Live by : Kishonna L. Gray
Race, Gender, and Deviance in Xbox Live provides a much-needed theoretical framework for examining deviant behavior and deviant bodies within one of the largest virtual gaming communities—Xbox Live. Previous research on video games has focused mostly on violence and examining violent behavior resulting from consuming this medium. This limited scope has skewed criminologists' understanding of video games and video game culture. Xbox Live has proven to be more than just a gaming platform for users. It has evolved into a multimedia entertainment outlet for more than 20 million users. This book examines the nature of social interactions within Xbox Live, which are often riddled with deviant behavior, including but not limited to racism and sexism. The text situates video games within a hegemonic framework deploying whiteness and masculinity as the norm. The experiences of the marginalized bodies are situated within the framework of deviance as they fail to conform to the hegemonic norm and become victims of racism, sexism, and other types of harassment.
Author |
: Ergin Bulut |
Publisher |
: Cornell University Press |
Total Pages |
: 142 |
Release |
: 2020-03-15 |
ISBN-10 |
: 9781501746550 |
ISBN-13 |
: 1501746553 |
Rating |
: 4/5 (50 Downloads) |
Synopsis A Precarious Game by : Ergin Bulut
A Precarious Game is an ethnographic examination of video game production. The developers that Ergin Bulut researched for almost three years in a medium-sized studio in the U.S. loved making video games that millions play. Only some, however, can enjoy this dream job, which can be precarious and alienating for many others. That is, the passion of a predominantly white-male labor force relies on material inequalities involving the sacrificial labor of their families, unacknowledged work of precarious testers, and thousands of racialized and gendered workers in the Global South. A Precarious Game explores the politics of doing what one loves. In the context of work, passion and love imply freedom, participation, and choice, but in fact they accelerate self-exploitation and can impose emotional toxicity on other workers by forcing them to work endless hours. Bulut argues that such ludic discourses in the game industry disguise the racialized and gendered inequalities on which a profitable transnational industry thrives. Within capitalism, work is not just an economic matter, and the political nature of employment and love can still be undemocratic even when based on mutual consent. As Bulut demonstrates, rather than considering work simply as a matter of economics based on trade-offs in the workplace, we should consider the question of work and love as one of democracy rooted in politics.
Author |
: Soraya Murray |
Publisher |
: Bloomsbury Publishing |
Total Pages |
: 336 |
Release |
: 2017-10-30 |
ISBN-10 |
: 9781786722508 |
ISBN-13 |
: 178672250X |
Rating |
: 4/5 (08 Downloads) |
Synopsis On Video Games by : Soraya Murray
Today over half of all American households own a dedicated game console and gaming industry profits trump those of the film industry worldwide. In this book, Soraya Murray moves past the technical discussions of games and offers a fresh and incisive look at their cultural dimensions. She critically explores blockbusters likeThe Last of Us, Metal Gear Solid, Spec Ops: The Line, Tomb Raider and Assassin's Creed to show how they are deeply entangled with American ideological positions and contemporary political, cultural and economic conflicts.As quintessential forms of visual material in the twenty-first century, mainstream games both mirror and spur larger societal fears, hopes and dreams, and even address complex struggles for recognition. This book examines both their elaborately constructed characters and densely layered worlds, whose social and environmental landscapes reflect ideas about gender, race, globalisation and urban life. In this emerging field of study, Murray provides novel theoretical approaches to discussing games and playable media as culture. Demonstrating that games are at the frontline of power relations, she reimagines how we see them - and more importantly how we understand them.
Author |
: Robert Houghton |
Publisher |
: Boydell & Brewer |
Total Pages |
: 373 |
Release |
: 2024-11-05 |
ISBN-10 |
: 9781843847298 |
ISBN-13 |
: 1843847299 |
Rating |
: 4/5 (98 Downloads) |
Synopsis The Middle Ages in Computer Games by : Robert Houghton
Offers the most comprehensive analysis and discussion of medievalist computer games to date. Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them. This book explores the distinct nature of medievalism in digital games across a range of themes, from the portrayal of grotesque yet romantic conflict to conflicting depictions of the Church and religion. It likewise considers the distinctions between medievalist games and those of other periods, underlining their emphasis on fantasy, roleplay and hardcore elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching.
Author |
: Kishonna L. Gray |
Publisher |
: Taylor & Francis |
Total Pages |
: 114 |
Release |
: 2024-10-01 |
ISBN-10 |
: 9781040115190 |
ISBN-13 |
: 1040115195 |
Rating |
: 4/5 (90 Downloads) |
Synopsis Race, Gender, and Deviance in Xbox Live by : Kishonna L. Gray
By focusing on the experiences of users, gamers, and audiences inside one of the world’s largest gaming communities (Xbox Live), this book provides an overview of the landscape, architecture, and socio-technical structure of console gaming. Building on previous research regarding race, gender, and technology, it provides a much-needed intersectional approach to virtual gaming communities. It draws from a wide breadth of disciplines and interviews with minoritized and marginalized users to offer an overview of the virtual oppressions these individuals navigate and resist. In this 10th Anniversary Edition, author Kishonna L. Gray introduces the audience to a perspective on console gaming environments called “Multi-mediated Interactive Console Environments.” This new chapter provides a necessary understanding of these dynamic digital communities, adding console games, which have been heretofore left out of conversations on gaming, to platform studies, and addressing troubling examples on race, gender, and other identities. While the majority of scholarship on gaming comes from disciplines related to media studies and communication, it is imperative that other scholars engage the narrative and help move the focus on gaming beyond acts of violence or as a space that propels the military–industrial complex. By bringing together cultural studies, criminology, media studies, game studies, and others, this text offers interdisciplinary approaches to making sense of not only the technology and its impact on users and cultures but also the impact that (sub) cultures have had on gaming. It is essential reading for scholars and practitioners seeking solutions to some of gaming’s biggest challenges such as how to reduce harm in online gaming.