Gender And Sexuality In Online Game Cultures

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Gender and Sexuality in Online Game Cultures

Author : Jenny Sundén,Malin Sveningsson
Publisher : Routledge
Page : 250 pages
File Size : 47,9 Mb
Release : 2012-03-12
Category : Social Science
ISBN : 9781136499784

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Gender and Sexuality in Online Game Cultures by Jenny Sundén,Malin Sveningsson Pdf

How do gender and sexuality come to matter in online game cultures? Why is it important to explore "straight" versus "queer" contexts of play? And what does it mean to play together with others over time, as co-players and researchers? Gender and Sexuality in Online Game Cultures is a book about female players and their passionate encounters with the online game World of Warcraft and its player cultures. It takes seriously women’s passions in games, and as such draws attention to questions of pleasure in and desire for technology. The authors use a unique approach of what they term a "twin ethnography" that develops two parallel stories. Sveningsson studies "straight" game culture, and makes explicit that which is of the norm by exploring the experiences of female gamers in a male-dominated gaming context. Sundén investigates "queer" game culture through the queer potentials of mainstream World of Warcraft culture, as well as through the case of a guild explicitly defined as LGBT. Academic research on game culture is flourishing, yet feminist accounts of gender and sexuality in games are still in the making. Drawing on feminist notions of performance, performativity and positionality, as well as the recent turn to affect and phenomenology within cultural theory, the authors develop queer, feminist studies of online player cultures in ways that are situated and embodied.

Gaming at the Edge

Author : Adrienne Shaw
Publisher : Unknown
Page : 317 pages
File Size : 45,8 Mb
Release : 2014
Category : Electronic games
ISBN : 1452949662

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Gaming at the Edge by Adrienne Shaw Pdf

"Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter. In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates. Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture."--

Gaming Representation

Author : Jennifer Malkowski,TreaAndrea M. Russworm
Publisher : Indiana University Press
Page : 276 pages
File Size : 42,5 Mb
Release : 2017-07-03
Category : Games & Activities
ISBN : 9780253026606

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Gaming Representation by Jennifer Malkowski,TreaAndrea M. Russworm Pdf

Recent years have seen an increase in public attention to identity and representation in video games, including journalists and bloggers holding the digital game industry 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 far behind. Gaming Representation examines 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, the contributors to this volume push gaming scholarship to new levels of inquiry, theorizing, and imagination.

Gaming at the Edge

Author : Adrienne Shaw
Publisher : U of Minnesota Press
Page : 348 pages
File Size : 51,8 Mb
Release : 2015-01-01
Category : Social Science
ISBN : 9781452943442

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Gaming at the Edge by Adrienne Shaw Pdf

Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter. In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates. Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture.

Queerness in Play

Author : Todd Harper,Meghan Blythe Adams,Nicholas Taylor
Publisher : Springer
Page : 279 pages
File Size : 53,8 Mb
Release : 2018-10-19
Category : Language Arts & Disciplines
ISBN : 9783319905426

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Queerness in Play by Todd Harper,Meghan Blythe Adams,Nicholas Taylor Pdf

Queerness in Play examines the many ways queerness of all kinds—from queer as ‘LGBT’ to other, less well-covered aspects of the queer spectrum—intersects with games and the social contexts of play. The current unprecedented visibility of queer creators and content comes at a high tide of resistance to the inclusion of those outside a long-imagined cisgender, heterosexual, white male norm. By critically engaging the ways games—as a culture, an industry, and a medium—help reproduce limiting binary formations of gender and sexuality, Queerness in Play contributes to the growing body of scholarship promoting more inclusive understandings of identity, sexuality, and games.

Gaming Masculinity

Author : Megan Condis
Publisher : University of Iowa Press
Page : 151 pages
File Size : 54,5 Mb
Release : 2018-05-01
Category : Games & Activities
ISBN : 9781609385651

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Gaming Masculinity by Megan Condis Pdf

In 2016, a female videogame programmer and a female journalist were harassed viciously by anonymous male online users in what became known as GamerGate. Male gamers threatened to rape and kill both women, and the news soon made international headlines, exposing the level of abuse that many women and minorities face when participating in the predominantly male online culture. Gaming Masculinity explains how the term “gamer” has been constructed in the popular imagination by a core group of male online users in an attempt to shore up an embattled form of geeky masculinity. This latest form of toxicity comes at a moment of upheaval in gaming culture, as women, people of color, and LGBTQ individuals demand broader access and representation online. Paying close attention to the online practices of trolling and making memes, author Megan Condis demonstrates that, despite the supposedly disembodied nature of life online, performances of masculinity are still afforded privileged status in gamer culture. Even worse, she finds that these competing discourses are not just relegated to the gaming world but are creating rifts within the culture at large, as witnessed by the direct links between the GamerGate movement and the recent rise of the alt-right during the last presidential election. Condis asks what this moment can teach us about the performative, collaborative, and sometimes combative ways that American culture enacts race, gender, and sexuality. She concludes by encouraging designers and those who work in the tech industry to think about how their work might have, purposefully or not, been developed in ways that are marked by gender.

Identity and Leadership in Virtual Communities: Establishing Credibility and Influence

Author : Hickey, Dona J.
Publisher : IGI Global
Page : 321 pages
File Size : 48,6 Mb
Release : 2014-02-28
Category : Social Science
ISBN : 9781466651517

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Identity and Leadership in Virtual Communities: Establishing Credibility and Influence by Hickey, Dona J. Pdf

The presence and ubiquity of the internet continues to transform the way in which we identify ourselves and others both online and offline. The development of virtual communities permits users to create an online identity to interact with and influence one another in ways that vary greatly from face-to-face interaction. Identity and Leadership in Virtual Communities: Establishing Credibility and Influence explores the notion of establishing an identity online, managing it like a brand, and using it with particular members of a community. Bringing together a range of voices exemplifying how participants in online communities influence one another, this book serves as an essential reference for academicians, researchers, students, and professionals, including bloggers, software designers, and entrepreneurs seeking to build and manage their engagement online.

Big Data?

Author : Martin Hand,Sam Hillyard
Publisher : Emerald Group Publishing
Page : 250 pages
File Size : 43,8 Mb
Release : 2014-11-07
Category : Social Science
ISBN : 9781784410506

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Big Data? by Martin Hand,Sam Hillyard Pdf

This book examines and engages with the ambivalence of digitization, illuminating the diverse ways in which researchers approach, negotiate, understand and interpret objects and practices of digital research.

Mapping Digital Game Culture in China

Author : Marcella Szablewicz
Publisher : Springer Nature
Page : 229 pages
File Size : 46,8 Mb
Release : 2020-02-18
Category : Social Science
ISBN : 9783030361112

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Mapping Digital Game Culture in China by Marcella Szablewicz Pdf

In this book, Marcella Szablewicz traces what she calls the topography of digital game culture in urban China, drawing our attention to discourse and affect as they shape the popular imaginary surrounding digital games. Szablewicz argues that games are not mere sites of escape from Real Life, but rather locations around which dominant notions about failure, success, and socioeconomic mobility are actively processed and challenged. Covering a range of issues including nostalgia for Internet cafés as sites of youth sociality, the media-driven Internet addiction moral panic, the professionalization of e-sports, and the rise of the self-proclaimed loser (diaosi), Mapping Digital Game Culture in China uses games as a lens onto youth culture and the politics of everyday life in contemporary China. Based on ethnographic fieldwork conducted between 2009 and 2015 and first-hand observations spanning over two decades, the book is also a social history of urban China’s shifting technological landscape.

Queer Game Studies

Author : Bonnie Ruberg,Adrienne Shaw
Publisher : U of Minnesota Press
Page : 355 pages
File Size : 54,8 Mb
Release : 2017-03-28
Category : Games & Activities
ISBN : 9781452954639

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Queer Game Studies by Bonnie Ruberg,Adrienne Shaw Pdf

Video games have developed into a rich, growing field at many top universities, but they have rarely been considered from a queer perspective. Immersion in new worlds, video games seem to offer the perfect opportunity to explore the alterity that queer culture longs for, but often sexism and discrimination in gamer culture steal the spotlight. Queer Game Studies provides a welcome corrective, revealing the capacious albeit underappreciated communities that are making, playing, and studying queer games. These in-depth, diverse, and accessible essays use queerness to challenge the ideas that have dominated gaming discussions. Demonstrating the centrality of LGBTQ issues to the gamer world, they establish an alternative lens for examining this increasingly important culture. Queer Game Studies covers important subjects such as the representation of queer bodies, the casual misogyny prevalent in video games, the need for greater diversity in gamer culture, and reading popular games like Bayonetta, Mass Effect, and Metal Gear Solid from a queer perspective. Perfect for both everyday readers and instructors looking to add diversity to their courses, Queer Game Studies is the ideal introduction to the vast and vibrant realm of queer gaming. Contributors: Leigh Alexander; Gregory L. Bagnall, U of Rhode Island; Hanna Brady; Mattie Brice; Derek Burrill, U of California, Riverside; Edmond Y. Chang, U of Oregon; Naomi M. Clark; Katherine Cross, CUNY; Kim d’Amazing, Royal Melbourne Institute of Technology; Aubrey Gabel, U of California, Berkeley; Christopher Goetz, U of Iowa; Jack Halberstam, U of Southern California; Todd Harper, U of Baltimore; Larissa Hjorth, Royal Melbourne Institute of Technology; Chelsea Howe; Jesper Juul, Royal Danish Academy of Fine Arts; merritt kopas; Colleen Macklin, Parsons School of Design; Amanda Phillips, Georgetown U; Gabriela T. Richard, Pennsylvania State U; Toni Rocca; Sarah Schoemann, Georgia Institute of Technology; Kathryn Bond Stockton, U of Utah; Zoya Street, U of Lancaster; Peter Wonica; Robert Yang, Parsons School of Design; Jordan Youngblood, Eastern Connecticut State U.

The Routledge Companion to Gender, Sex and Latin American Culture

Author : Frederick Luis Aldama
Publisher : Routledge
Page : 436 pages
File Size : 51,8 Mb
Release : 2018-05-24
Category : Social Science
ISBN : 9781351717205

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The Routledge Companion to Gender, Sex and Latin American Culture by Frederick Luis Aldama Pdf

The Routledge Companion to Gender, Sex and Latin American Culture is the first comprehensive volume to explore the intersections between gender, sexuality, and the creation, consumption, and interpretation of popular culture in the Américas. The chapters seek to enrich our understanding of the role of pop culture in the everyday lives of its creators and consumers, primarily in the 20th and 21st centuries. They reveal how popular culture expresses the historical, social, cultural, and political commonalities that have shaped the lives of peoples that make up the Américas, and also highlight how pop culture can conform to and solidify existing social hierarchies, whilst on other occasions contest and resist the status quo. Front and center in this collection are issues of gender and sexuality, making visible the ways in which subjects who inhabit intersectional identities (sex, gender, race, class) are "othered", as well as demonstrating how these same subjects can, and do, use pop-cultural phenomena in self-affirmative and progressively transformative ways. Topics covered in this volume include TV, film, pop and performance art, hip-hop, dance, slam poetry, gender-fluid religious ritual, theater, stand-up comedy, graffiti, videogames, photography, graphic arts, sports spectacles, comic books, sci-fi and other genre novels, lotería card games, news, web, and digital media.

Video Games and the Global South

Author : Phillip Penix-Tadsen
Publisher : Lulu.com
Page : 302 pages
File Size : 47,9 Mb
Release : 2019-05-17
Category : Computers
ISBN : 9780359641390

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Video Games and the Global South by Phillip Penix-Tadsen Pdf

Video Games and the Global South redefines games and game culture from south to north, analyzing the cultural impact of video games, the growth of game development and the vitality of game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia.

Woke Gaming

Author : Kishonna L. Gray,David J. Leonard
Publisher : University of Washington Press
Page : 280 pages
File Size : 44,8 Mb
Release : 2018-11-04
Category : Social Science
ISBN : 9780295744193

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Woke Gaming by Kishonna L. Gray,David J. Leonard Pdf

From #Gamergate to the 2016 election, to the daily experiences of marginalized perspectives, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole. Drawing from groundbreaking research on counter and oppositional gaming and from popular games such as World of Warcraft and Tomb Raider, Woke Gaming examines resistance to problematic spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays seek to identify strategies to detox gaming culture and orient players and gamers toward progressive ends. From Anna Anthropy�s Keep Me Occupied to Momo Pixel�s Hair, Nah, video games can reveal the power and potential for marginalized communities to resist, and otherwise challenge dehumanizing representations inside and outside of game spaces. In a moment of #MeToo, #BlackLivesMatter, and efforts to transform current political realities, Woke Gaming illustrates the power and potential of video games to foster change and become a catalyst for social justice.

Discrimination and Diversity: Concepts, Methodologies, Tools, and Applications

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 2070 pages
File Size : 45,6 Mb
Release : 2017-05-17
Category : Social Science
ISBN : 9781522519348

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Discrimination and Diversity: Concepts, Methodologies, Tools, and Applications by Management Association, Information Resources Pdf

The growing presence of discrimination and isolation has caused negative changes to human interactions. With the ubiquity of these practices, there is now an increasingly urgent need to close this divide. Discrimination and Diversity: Concepts, Methodologies, Tools, and Applications provides a critical look at race, gender, and modern day discrimination and solutions to creating sustainable diversity across numerous contexts and fields. Including innovative studies on anti-discrimination measures, gender discrimination, and tolerance, this multi-volume book is an ideal source for professionals, practitioners, graduate students, academics, and researchers working in equality, as well as managers and those in leadership roles.

Sexuality in Role-Playing Games

Author : Ashley ML Brown
Publisher : Routledge
Page : 148 pages
File Size : 44,7 Mb
Release : 2015-03-05
Category : Social Science
ISBN : 9781317607021

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Sexuality in Role-Playing Games by Ashley ML Brown Pdf

Role-playing games offer a chance to pretend, make believe, and share fantasy. They often invoke heavy themes into their game play: morality, violence, politics, spirituality, or sexuality. Although interesting moral debates perennially appear in the media and academia concerning the appropriateness of games’ ability to deal with such adult concepts, very little is known about the intersection between games, playfulness, and sexuality and what this might mean for players. This book offers an in-depth, ethnographic look into the phenomenon of erotic role-play through the experiences of players in multiplayer and tabletop role-playing games. Brown explores why participants engage in erotic role-play; discusses the rules involved in erotic role-play; and uncovers what playing with sexuality in ludic environments means for players, their partners, and their everyday lives. Taken together, this book provides a rich, nuanced, and detailed account of a provocative topic.