![Race, Gender, and Deviance in Xbox Live: Theoretical Perspectives from the Virtual Margins?10th Anniversary Edition Race, Gender, and Deviance in Xbox Live: Theoretical Perspectives from the Virtual Margins?10th Anniversary Edition](/kep/978/103/269/905/9.jpg)
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 |
Race, Gender, and Deviance in Xbox Live
GBP 130.00
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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.
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.
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