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.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Kishonna L. Gray is Professor in the School of Information at the University of Michigan. She is also a faculty associate at the Berkman Klein Center at Harvard University. Dr. Gray is the author or co-editor of numerous books and articles including her foundational 2014 work Race, Gender, and Deviance in Xbox Live: Theoretical Perspectives from the Virtual Margins, 2018's edited collections Woke Gaming and Feminism in Play , and most recently Intersectional Tech: Black Users in Digital Gaming. She also has a book currently under contract titled Black Game Studies. Dr. Gray is a highly sought-after speaker and regularly addresses both academic and industry audiences such as at the Game Developers Conference. She is the winner of a number of awards over the years, including The Evelyn Gilbert Unsung Hero Award and the Blacks in Gaming Educator Award.
Inhaltsangabe
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
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
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
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?
Rezensionen
Drawing from a range of sociological theories of race, gender, and collective behavior, this book provides an intersectional analysis of virtual communities-specifically Xbox Live (an online video gaming platform). Using game narrative and ethnographic data, Gray illuminates how video games serve as ideological projects that reproduce the unequal representation and treatment of people of color and women within the gaming community. Accessibly written and supported by rich qualitative data, this book could be invaluable in sociology and game design courses alike.
--Bertan Buyukozturk, Department of Sociology, Florida State University
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