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000 camKi
001 2210080852009
003 OCoLC
005 20190103135226
006 m d
007 cr cnu---unuuu
008 170817s2017 inua ob 001 0 eng d
019 a1001538996a1002114523a1002651753a1004902875
020 a9780253026606q(electronic bk.)
020 a0253026601q(electronic bk.)
020 z9780253025739
020 z0253025737
020 z9780253026477
020 z0253026474
035 a1576850b(NT)
035 a(OCoLC)1001286917z(OCoLC)1001538996z(OCoLC)1002114523z(OCoLC)1002651753z(OCoLC)1004902875
037 a22573/ctt1zzjcxxbJSTOR
040 aNbengerdaepncNdP@UdYDXdEBLCPdIDEBKdOCLCFdJSTORd221008
050 aGV1469.17.S63bG38 2017eb
072 aPOLx0380002bisacsh
072 aSOCx0020102bisacsh
072 aSOCx0220002bisacsh
072 aSOC0320002bisacsh
072 aGAM0130002bisacsh
082 a306.4/87223
245 00 aGaming representation :brace, gender, and sexuality in video games /cedited by Jennifer Malkowski and Treaandrea M. Russworm.
260 aBloomington :bIndiana University Press ,c2017.
300 a1 online resource (xviii, 260 pages) :billustrations (some color).
336 atextbtxt2rdacontent
337 acomputerbc2rdamedia
338 aonline resourcebcr2rdacarrier
490 aDigital Game Studies
504 aIncludes bibliographical references and index.
505 tForeword /rAnna Everett --tAcknowledgments Introduction: Identity, Representation, and Video Game Studies Beyond the Politics of the Image /rJennifer Malkowski and TreaAndrea M. Russworm --tPart 1: Gender, Bodies, Spaces.tI Turned Out to Be Such a Damsel in Distress : Noir Games and the Unrealized Femme Fatale /rJennifer Malkowski --tNo Time to Dream: Killing Time, Casual Games, and Gender /rBraxton Soderman --tAw Fuck, I Got a Bitch on My Team! : Women and the Exclusionary Cultures of the Computer Game Complex /rCarly A. Kocurek and Jennifer deWinter --tAttention Whores and Ugly Nerds: Gender and Cosplay at the Game Con /rNina Huntemann --tMachinima Parodies: Appropriating Video Games to Criticize Gender Norms /rGabrielle Trepanier-Jobin --tPart 2: Race, Identity, Nation --tDystopian Blackness and the Limits of Racial Empathy in The Walking Dead and The Last of Us /rTreaAndrea M. Russworm --tJourney into the Techno-Primitive Desert /rIrene Chien --tThe Rubble and the Ruin: Race, Gender, and Sites of Inglorious Conflict in Spec Ops: The Line /rSoraya Murray --tRepresenting Race and Disability: Grand Theft Auto: San Andreas as a Whole Text /rRachael Hutchinson --tEntering the Picture: Digital Portraiture and the Aesthetics of Video Game Representation /rLisa Patti.tPart 3: Queerness, play, subversion.tPlaying to Lose: The Queer Art of Failing at Video Games /rBonnie Ruberg --tRomancing an Empire, Becoming Isaac: The Queer Possibilities of Jade Empire and The Binding of Isaac /rJordan Wood --tA Game Chooses, a Player Obeys: BioShock, Posthumanism, and the Limits of Queerness /rEdmond Y. Chang --tAfterword: Racism, Sexism, and Gaming's Cruel Optimism /rLisa Nakamura.
520 aGaming Representation' offers a timely and interdisciplinary call for greater inclusivity in video games. The issue of equality transcends the current focus in the field of Game Studies on code, materiality, and platforms. Journalists and bloggers have begun to hold the digital game industry and culture 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 behind. Contributors to this volume examine 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, 'Gaming Representation' pushes gaming scholarship to new levels of inquiry, theorizing, and imagination.
588 aPrint version record.
590 aMaster record variable field(s) change: 072
650 aVideo games.
650 aRace in mass media.
650 aSex in mass media.
650 aPOLITICAL SCIENCE / Public Policy / Cultural Policy2bisacsh
650 aSOCIAL SCIENCE / Anthropology / Cultural2bisacsh
650 aSOCIAL SCIENCE / Popular Culture2bisacsh
650 aRace in mass media.2fast0(OCoLC)fst01930803
650 aSex in mass media.2fast0(OCoLC)fst01114475
650 aVideo games.2fast0(OCoLC)fst01166421
650 aSOCIAL SCIENCE / Gender Studies2bisacsh
655 aElectronic books.
700 aMalkowski, Jennifer,d1983-eeditor.
700 aRussworm, TreaAndrea M.,eeditor.
776 iPrint version:tGaming representation.dBloomington : Indiana University Press , 2017z9780253025739w(OCoLC)963785448
830 aDigital game studies.
856 3EBSCOhostuhttp://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=1576850
938 aProQuest MyiLibrary Digital eBook CollectionbIDEBncis38739280
938 aEBL - Ebook LibrarybEBLBnEBL4980897
938 aProject MUSEbMUSEnmuse57570
938 aEBSCOhostbEBSCn1576850
938 aYBP Library ServicesbYANKn13318713
994 a92bN
Gaming representation :race, gender, and sexuality in video games /edited by Jennifer Malkowski and Treaandrea M. Russworm
Material type
전자책
Title
Gaming representation :race, gender, and sexuality in video games /edited by Jennifer Malkowski and Treaandrea M. Russworm
Author's Name
Publication
Bloomington : Indiana University Press 2017.
Physical Description
1 online resource (xviii, 260 pages) : illustrations (some color).
Keyword
Includes bibliographical references and index. / Gaming Representation' offers a timely and interdisciplinary call for greater inclusivity in video games. The issue of equality transcends the current focus in the field of Game Studies on code, materiality, and platforms. Journalists and bloggers have begun to hold the digital game industry and culture 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 behind. Contributors to this volume examine 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, 'Gaming Representation' pushes gaming scholarship to new levels of inquiry, theorizing, and imagination.
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RReservation
MMissing Book Request
CClosed Stack Request
IInter-Campus Loan
CPriority Cataloging
PPrint
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