4 options
Gaming representation : race, gender, and sexuality in video games / edited by Jennifer Malkowski and Treaandrea M. Russworm.
- Format:
- Book
- Series:
- Digital game studies.
- Digital game studies
- Language:
- English
- Subjects (All):
- Video games.
- Sex in video games.
- Black people--Race identity.
- Black people.
- White people--Race identity.
- White people.
- Gender identity.
- Physical Description:
- 1 online resource (281 pages) : color illustrations.
- Place of Publication:
- Bloomington, Indiana : Indiana University Press, [2017]
- System Details:
- Mode of access: World Wide Web.
- Summary:
- 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.
- Contents:
- Foreword / Anna Everett
- Introduction : identity, representation, and video game studies beyond the politics of the image / Jennifer Malkowski and TreaAndrea M. Russworm
- part 1. Gender, bodies, spaces
- i turned out to be such a damsel in distress : noir games and the unrealized femme fatale / Jennifer Malkowski
- No time to dream : killing time, casual games, and gender / Braxton Soderman
- Aw fuck, I got a bitch on my team! : Women and the exclusionary cultures of the computer game complex / Carly A. Kocurek and Jennifer deWinter
- Attention whores and ugly nerds : gender and cosplay at the game con / Nina Huntemann
- Machinima parodies : appropriating video games to criticize gender norms / Gabrielle Trepanier-Jobin
- part 2. Race, identity, nation
- Dystopian blackness and the limits of racial empathy in The walking dead and The last of us / TreaAndrea M. Russworm
- Journey into the techno-primitive desert / Irene Chien
- The rubble and the ruin : race, gender, and sites of inglorious conflict in Spec ops : the line / Soraya Murray
- Representing race and disability : Grand theft auto : San Andreas as a whole text / Rachael Hutchinson
- Entering the picture : digital portraiture and the aesthetics of video game representation / Lisa Patti. part 3. Queerness, play, subversion
- Playing to lose : the queer art of failing at video games / Bonnie Ruberg
- Romancing an empire, becoming Isaac : the queer possibilities of Jade Empire and The binding of Isaac / Jordan Wood
- A game chooses, a player obeys : BioShock, posthumanism, and the limits of queerness / Edmond Y. Chang
- Afterword : racism, sexism, and gaming's cruel optimism / Lisa Nakamura.
- Notes:
- Issued as part of book collections on Project MUSE.
- Includes bibliographical references and index.
- Description based on online resource; title from PDF title page (ebrary, viewed August 30, 2017).
- ISBN:
- 0-253-02660-1
- OCLC:
- 1001286917
The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.