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.
Dieser Download kann aus rechtlichen Gründen nur mit Rechnungsadresse in A, B, BG, CY, CZ, D, DK, EW, E, FIN, F, GR, HR, H, IRL, I, LT, L, LR, M, NL, PL, P, R, S, SLO, SK ausgeliefert werden.
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
--Bertan Buyukozturk, Department of Sociology, Florida State University