Race, Gender, and Deviance in Xbox Live: Theoretical Perspectives from the Virtual Margins?10th Anniversary Edition
 
Product details:

ISBN13:9781032699059
ISBN10:1032699051
Binding:Hardback
No. of pages:120 pages
Size:229x152 mm
Language:English
Illustrations: 2 Illustrations, black & white; 1 Halftones, black & white; 1 Line drawings, black & white
700
Category:

Race, Gender, and Deviance in Xbox Live

Theoretical Perspectives from the Virtual Margins?10th Anniversary Edition
 
Edition number: 2
Publisher: Routledge
Date of Publication:
 
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Short description:

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. 

Long description:

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.

Table of Contents:

Foreword for the 10th anniversary edition


Danielle Udogaranya


Foreword: Dismantling the Master?s (Virtual) House: One Avatar at a Time


David J. Leonard


Introduction


PART I: THE GAMES


Chapter 1: Video Games as Ideological Projects


Chapter 2: Racing and Gendering the Game


PART II: THE GAMING SPACE


Chapter 3: Deviant Acts: Racism and Sexism in Virtual Gaming Communities


Chapter 4: Deviant Bodies: Racism, Sexism, and Intersecting Oppressions


PART III: THE SOLUTIONS


Chapter 5: Deviant Bodies Resisting Deviant Acts


Chapter 6: Virtual Tools in the Virtual House?


Afterword: Tanya DePass



Bibliography


Video Gameography From the First Edition