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|a 9781317521808
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|a GV1469.34.V56 G73 2014
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|a 794.8083
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|a UAMI
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|a Gray, Kishonna.
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|a Race, Gender, and Deviance in Xbox Live :
|b Theoretical Perspectives from the Virtual Margins.
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|a Hoboken :
|b Taylor and Francis,
|c 2014.
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|a 1 online resource (114 pages)
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|a text
|b txt
|2 rdacontent
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|a computer
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|a online resource
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|a Print version record.
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|a 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.
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|a 3.1 Deviant Behavior in Virtual Communities3.2 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.
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|a 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.
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|a 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 e.
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|a ProQuest Ebook Central
|b Ebook Central Academic Complete
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650 |
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|a Violence in video games.
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|a Video games
|x Moral and ethical aspects.
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|a Xbox video games
|x Social aspects.
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|a Racism in popular culture.
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|a Racism in popular culture.
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|a Video games
|x Moral and ethical aspects.
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|a Violence in video games.
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|a Xbox video games
|x Social aspects.
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|a Violence dans les jeux vidéo.
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|a Jeux vidéo
|x Aspect moral.
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|a Jeux vidéo Xbox
|x Aspect social.
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|a Racisme dans la culture populaire.
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|a Racism in popular culture
|2 fast
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|a Video games
|x Moral and ethical aspects
|2 fast
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|a Violence in video games
|2 fast
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|i has work:
|a Race, gender, and deviance in Xbox live (Text)
|1 https://id.oclc.org/worldcat/entity/E39PCGXjqyctRfggyfJmJ6qgfC
|4 https://id.oclc.org/worldcat/ontology/hasWork
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776 |
0 |
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|i Print version:
|a Gray, Kishonna.
|t Race, Gender, and Deviance in Xbox Live : Theoretical Perspectives from the Virtual Margins.
|d Hoboken : Taylor and Francis, ©2014
|z 9780323296496
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856 |
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|u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=1798327
|z Texto completo
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938 |
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|a ProQuest Ebook Central
|b EBLB
|n EBL1798327
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|a 92
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