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▼aGaming representation :▼brace, gender, and sexuality in video games /▼cedited by Jennifer Malkowski and Treaandrea M. Russworm. |
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▼aBloomington :▼bIndiana University Press ,▼c2017. |
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▼a1 online resource (xviii, 260 pages) :▼billustrations (some color). |
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▼atext▼btxt▼2rdacontent |
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▼acomputer▼bc▼2rdamedia |
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▼aonline resource▼bcr▼2rdacarrier |
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▼aDigital Game Studies |
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▼aIncludes bibliographical references and index. |
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▼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. |
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▼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. |
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▼aPrint version record. |
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▼aMaster record variable field(s) change: 072 |
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▼aVideo games. |
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▼aRace in mass media. |
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▼aSex in mass media. |
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▼aRace in mass media.▼2fast▼0(OCoLC)fst01930803 |
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▼aSex in mass media.▼2fast▼0(OCoLC)fst01114475 |
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▼aElectronic books. |
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▼aMalkowski, Jennifer,▼d1983-▼eeditor. |
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▼aRussworm, TreaAndrea M.,▼eeditor. |
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▼iPrint version:▼tGaming representation.▼dBloomington : Indiana University Press , 2017▼z9780253025739▼w(OCoLC)963785448 |
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▼aDigital game studies. |
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