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Gaming at the edge : sexuality and gender at the margins of gamer culture

Author: Adrienne Shaw
Publisher: Minneapolis ; London : University of Minnesota Press, [2014] ©2014
Edition/Format:   eBook : Document : State or province government publication : EnglishView all editions and formats
Database:WorldCat
Summary:
"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  Read more...
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Genre/Form: Electronic books
Additional Physical Format: Print version:
Shaw, Adrienne, 1983-
Gaming at the edge.
Minneapolis : University of Minnesota Press, 2014
(DLC) 2014005527
(OCoLC)877365197
Material Type: Document, Government publication, State or province government publication, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Adrienne Shaw
ISBN: 1452943451 9781452943459
OCLC Number: 900242374
Description: 1 online resource (x, 317 pages)
Contents: Introduction : clichés versus women : moving beyond sexy sidekicks and damsels in distress --
From Custer's Revenge and Mario to Fable and Fallout : race, gender, and sexuality in digital games --
Does anyone really identify with Lara Croft? : unpacking identification in video games --
He could be a bunny rabbit for all I care! : how we connect with characters and avatars --
When and why representation matters to players : realism versus escapism --
Conclusion : a future free of dickwolves.
Responsibility: Adrienne Shaw.

Abstract:

"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."--

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