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  • 1
    ISBN: 9780807174555 , 9780807171226
    Language: English
    Pages: xiii, 201 Seiten , Illustrationen
    Parallel Title: Erscheint auch als Gray, Kishonna L Intersectional tech
    DDC: 794.8089/96073
    Keywords: Video games Social aspects ; Race in video games ; Intersectionality (Sociology) ; African American video gamers ; Women video gamers ; African Americans Recreation ; Social aspects ; African Americans Race identity ; USA ; Videospiel ; Schwarze ; Ethnische Identität
    Abstract: Foreword / by Anita Sarkeesian -- Introduction: Intersectional formations and transmediated methods -- The "problem" of intersectionality in digital gaming culture -- Historical narratives, contemporary games, racialized experiences -- Hypervisible blackness, invisible narratives : black gamers cocreating transmediated masculine identity -- #Me2, #Me4, black women, and misogynoir : transmediated gaming practices as intersectional counterpublics -- #TechFail : from intersectional (in)accessibility to inclusive design -- Queering intersectional narratives : claiming space and creating possibilities -- Conclusion: Resisting intersectional marginalization using transmediated technologies in the digital era.
    Abstract: "In "Intersectional Tech: Black Users in Digital Gaming," Kishonna L. Gray interrogates blackness in gaming at the intersections of race, gender, sexuality, and (dis)ability. Situating her argument within the context of the concurrent, seemingly unrelated events of Gamergate and the Black Lives Matter movement, Gray highlights the inescapable chains that bind marginalized populations to stereotypical frames and limited narratives in video games. "Intersectional Tech" explores the ways that the multiple identities of black gamers-some obvious within the context of games, some more easily concealed-affect their experiences of gaming. The normalization of whiteness and masculinity in digital culture inevitably leads to isolation, exclusion, and punishment of marginalized people. Yet, Gray argues, we must also examine the individual struggles of prejudice, discrimination, and microaggressions within larger institutional practices that sustain the oppression. These "new" racisms and a complementary colorblind ideology are a kind of digital Jim Crow, a new mode of the same strategies of oppression that have targeted black communities throughout American history. Drawing on extensive interviews that engage critically with identity development and justice issues in gaming, Gray explores the capacity for gaming culture to foster critical consciousness, aid in participatory democracy, and effect social change. "Intersectional Tech" is rooted in concrete situations of marginalized members within gaming culture. It reveals that despite the truths articulated by those who expose the sexism, racism, misogyny, and homophobia that are commonplace within gaming communities, hegemonic narratives continue to be privileged. This text, in contrast, centers the perspectives that are often ignored and provides a critical corrective to notions of gaming as a predominantly white and male space"--
    Note: Includes bibliographical references and index
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  • 2
    Online Resource
    Online Resource
    Cham : Palgrave Macmillan
    ISBN: 9783319905396
    Language: English
    Pages: 1 Online-Ressource (xvi, 271 Seiten) , Illustrationen
    Series Statement: Palgrave games in context
    Parallel Title: Erscheint auch als
    Parallel Title: Erscheint auch als
    DDC: 301
    RVK:
    RVK:
    Keywords: Popular Science in Cultural and Media Studies ; Culture and Technology ; Culture and Gender ; Feminist Culture ; Digital/New Media ; Media and Communication ; Culture—Study and teaching ; Culture ; Technology ; Gender ; Digital media ; Communication ; Computerspielindustrie ; Geschlechterforschung ; Frau ; Computerspiel ; Aufsatzsammlung ; Aufsatzsammlung ; Computerspiel ; Frau ; Computerspielindustrie ; Geschlechterforschung
    URL: Volltext  (URL des Erstveröffentlichers)
    URL: Volltext  (URL des Erstveröffentlichers)
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  • 3
    Book
    Book
    Cham : Palgrave Macmillan
    ISBN: 9783319905389
    Language: English
    Pages: xvi, 271 Seiten , Illustrationen
    Series Statement: Palgrave games in context
    Parallel Title: Erscheint auch als
    DDC: 301
    RVK:
    Keywords: Popular Science in Cultural and Media Studies ; Culture and Technology ; Culture and Gender ; Feminist Culture ; Digital/New Media ; Media and Communication ; Culture—Study and teaching ; Culture ; Technology ; Gender ; Digital media ; Communication ; Computerspiel ; Computerspielindustrie ; Geschlechterforschung ; Frau ; Aufsatzsammlung ; Computerspiel ; Frau ; Computerspielindustrie ; Geschlechterforschung
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  • 4
    Book
    Book
    Seattle : University of Washington Press
    ISBN: 9780295744186 , 9780295744179
    Language: English
    Pages: XIII, 306 Seiten , Illustrationen
    Parallel Title: Erscheint auch als Woke gaming
    DDC: 794.8
    RVK:
    RVK:
    RVK:
    RVK:
    Keywords: Video games Social aspects ; Video games Moral and ethical aspects ; Violence in video games ; Sex in video games ; Frauenfeindlichkeit ; Computerspiel ; Rassismus ; Diskriminierung ; Aufsatzsammlung ; Aufsatzsammlung ; Computerspiel ; Diskriminierung ; Frauenfeindlichkeit ; Rassismus
    Note: Includes bibliographical references and index
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  • 5
    ISBN: 9781317521808
    Language: English
    Pages: 1 online resource (114 pages)
    Parallel Title: Erscheint auch als
    DDC: 306.4870285
    Keywords: Video games -- Moral and ethical aspects ; Violence in video games.. ; Video games ; Moral and ethical aspects.. ; Xbox video games ; Social aspects.. ; Racism in popular culture ; Electronic books
    Abstract: Race, Gender, and Deviance in Xbox Live provides a much-needed theoretical framework for examining deviant behavior and deviant bodies within one of the largest virtual gaming communities-Xbox Live. Previous research on video games has focused mostly on violence and examining violent behavior resulting from consuming this medium. This limited scope has skewed criminologists' understanding of video games and video game culture. Xbox Live has proven to be more than just a gaming platform for users. It has evolved into a multimedia entertainment outlet for more than 20 million users. This book examines the nature of social interactions within Xbox Live, which are often riddled with deviant behavior, including but not limited to racism and sexism. The text situates video games within a hegemonic framework deploying whiteness and masculinity as the norm. The experiences of the marginalized bodies are situated within the framework of deviance as they fail to conform to the hegemonic norm and become victims of racism, sexism, and other types of harassment.
    Abstract: Cover -- Half Title -- Title -- Copyright -- CONTENTS -- Acknowledgments -- Author Biography -- Foreword -- Introduction -- PART I THE GAMES -- Chapter 1 Video Games as Ideological Projects -- 1.1 Race and Gender as Ideology -- 1.2 Video Game Narrative -- 1.3 Conclusion -- Chapter 2 Racing and Gendering the Game -- 2.1 The White Messiah in the Shooter -- 2.2 Racialized Representations Within Other Genres -- 2.3 Hegemonic Imagery in Fighting Genres -- 2.4 Gendered Depictions Within Video Games -- 2.5 Conclusion -- PART II THE GAMING SPACE -- Chapter 3 Deviant Acts: Racism and Sexism in Virtual Gaming Communities -- 3.1 Deviant Behavior in Virtual Communities -- 3.2 Online Disinhibition -- 3.3 Linguistic Profiling: The Origin of Deviance in Xbox Live -- 3.4 The Process Leading to Racism -- Chapter 4 Deviant Bodies: Racism, Sexism, and Intersecting Oppressions -- 4.1 Deviant Bodies, Racism, and Xbox Live -- 4.2 Punishing Blackness in Popular Media -- 4.3 Intersecting Identities and Intersecting Oppressions -- PART III THE SOLUTIONS -- Chapter 5 Deviant Bodies Resisting Deviant Acts -- 5.1 Information Communication Technology and Women Organizing Online -- 5.2 Examining the Organized Efforts of Women in Xbox Live -- 5.3 Conclusion -- Chapter 6 Virtual Tools in the Virtual House? -- 6.1 Black Feminist Thought in the Digital Era -- 6.2 Effecting Change in Xbox Live -- Bibliography -- Video Gameography.
    Note: Description based on publisher supplied metadata and other sources
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  • 6
    ISBN: 9780323296496
    Language: English
    Pages: xxiv, 88 Seiten , 23 cm
    Series Statement: Theoretical criminology series
    Uniform Title: Deviant bodies resisting online
    Parallel Title: Erscheint auch als Gray, Kishonna L. Race, gender, and deviance in Xbox Live
    Dissertation note: Dissertation Arizona State University
    DDC: 306.4870285
    Keywords: Internet games Social aspects ; Hochschulschrift ; XBOX ; Social Media ; Spieler ; Randgruppe
    Note: "The basis of this book stemmed from my dissertation 'Deviant bodies resisting online: examining the intersecting realities of women of color in Xbox Live'." - Acknowledgments (Seite vii)
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  • 7
    Online Resource
    Online Resource
    Cham : Springer International Publishing | Cham : Springer International Publishing AG
    ISBN: 9783319905396 , 3319905392
    Language: English
    Pages: 1 Online-Ressource (XVI, 271 Seiten) , 22 illus., 21 illus. in color.
    Edition: 1st ed. 2018
    Series Statement: Palgrave Games in Context
    Parallel Title: Erscheint auch als Feminism in Play
    DDC: 302.2
    Keywords: Communication ; Culture Study and teaching ; Technology Sociological aspects ; Sex ; Digital media ; Media and Communication ; Cultural Studies ; Science, Technology and Society ; Gender Studies ; Digital and New Media
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  • 8
    ISBN: 9781479823222
    Language: English
    Pages: 1 Online-Ressource , 11 b/w illustrations
    Series Statement: Critical Cultural Communication
    DDC: 302.2308
    RVK:
    Keywords: Mass media and minorities ; Mass media and race relations ; SOCIAL SCIENCE / Media Studies
    Abstract: Frontmatter -- Contents -- Notes on Terminology -- Introduction -- Part I. Representing Race -- 1. Racism and Mainstream Media -- 2. Image Analysis and Televisual Latinos -- 3. Visualizing Mixed Race and Genetics -- 4. Listening to Racial Injustice -- 5. Branding Athlete Activism -- Part II. Producing and Performing Race -- 6. The Burden of Representation in Asian American Television -- 7. Indigenous Video Games -- 8. Applying Latina/o Critical Communication Theory to Anti- Blackness -- 9. Asian American Independent Media -- 10. Remediating Trans Visuality -- Part III. Digitizing Race -- 11. Intersectional Distribution -- 12. Podcasting Blackness -- 13. Black Twitter as Semi-Enclave -- 14. Arab Americans and Participatory Culture -- 15. Diaspora and Digital Media -- Part IV. Consuming and Resisting Race -- 16. Disrupting News Media -- 17. Latinx Audiences as Mosaic -- 18. Media Activism in the Red Power Movement -- 19. Black Gamers’ Resistance -- 20. Cosmopolitan Fan Activism -- Acknowledgments -- Notes -- Bibliography -- About the Contributors -- Index
    Abstract: A foundational collection of essays that demonstrate how to study race and mediaFrom graphic footage of migrant children in cages to #BlackLivesMatter and #OscarsSoWhite, portrayals and discussions of race dominate the media landscape. Race and Media adopts a wide range of methods to make sense of specific occurrences, from the corporate portrayal of mixed-race identity by 23andMe to the cosmopolitan fetishization of Marie Kondo. As a whole, this collection demonstrates that all forms of media—from the sitcoms we stream to the Twitter feeds we follow—confirm racism and reinforce its ideological frameworks, while simultaneously giving space for new modes of resistance and understanding. In each chapter, a leading media scholar elucidates a set of foundational concepts in the study of race and media—such as the burden of representation, discourses of racialization, multiculturalism, hybridity, and the visuality of race. In doing so, they offer tools for media literacy that include rigorous analysis of texts, ideologies, institutions and structures, audiences and users, and technologies. The authors then apply these concepts to a wide range of media and the diverse communities that engage with them in order to uncover new theoretical frameworks and methodologies. From advertising and music to film festivals, video games, telenovelas, and social media, these essays engage and employ contemporary dialogues and struggles for social justice by racialized communities to push media forward
    Note: Mode of access: Internet via World Wide Web. , In English
    URL: Cover
    URL: Cover
    URL: Volltext  (URL des Erstveröffentlichers)
    URL: Cover
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  • 9
    ISBN: 9781479823222
    Language: English
    Pages: 1 online resource , 11 b/w illustrations
    Series Statement: Critical Cultural Communication
    RVK:
    RVK:
    Keywords: Mass media and minorities ; Mass media and race relations ; SOCIAL SCIENCE / Media Studies
    Abstract: A foundational collection of essays that demonstrate how to study race and mediaFrom graphic footage of migrant children in cages to #BlackLivesMatter and #OscarsSoWhite, portrayals and discussions of race dominate the media landscape. Race and Media adopts a wide range of methods to make sense of specific occurrences, from the corporate portrayal of mixed-race identity by 23andMe to the cosmopolitan fetishization of Marie Kondo. As a whole, this collection demonstrates that all forms of media—from the sitcoms we stream to the Twitter feeds we follow—confirm racism and reinforce its ideological frameworks, while simultaneously giving space for new modes of resistance and understanding. In each chapter, a leading media scholar elucidates a set of foundational concepts in the study of race and media—such as the burden of representation, discourses of racialization, multiculturalism, hybridity, and the visuality of race. In doing so, they offer tools for media literacy that include rigorous analysis of texts, ideologies, institutions and structures, audiences and users, and technologies. The authors then apply these concepts to a wide range of media and the diverse communities that engage with them in order to uncover new theoretical frameworks and methodologies. From advertising and music to film festivals, video games, telenovelas, and social media, these essays engage and employ contemporary dialogues and struggles for social justice by racialized communities to push media forward
    URL: Cover
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