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|a Gaming representation :
|b race, gender, and sexuality in video games /
|c edited by Jennifer Malkowski and Treaandrea M. Russworm.
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|a Bloomington :
|b Indiana University Press,
|c 2017.
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|c ©2017
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|a 1 online resource (xviii, 260 pages) :
|b illustrations (some color)
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|a Digital Game Studies
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|a Gaming 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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|a Includes bibliographical references and index.
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0 |
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|t I turned out to be such a damsel in distress : noir games and the unrealized femme fatale /
|r Jennifer Malkowski --
|t No time to dream: killing time, casual games, and gender /
|r Braxton Soderman --
|t Aw fuck, I got a bitch on my team! : women and the exclusionary cultures of the computer game complex /
|r Carly A. Kocurek and Jennifer deWinter --
|t Attention whores and ugly nerds: gender and cosplay at the game con /
|r Nina Huntemann --
|t Machinima parodies: appropriating video games to criticize gender norms /
|r Gabrielle Trepanier-Jobin --
|t Dystopian blackness and the limits of racial empathy in The Walking Dead and The Last of Us /
|r TreaAndrea M. Russworm --
|t Journey into the techno-primitive desert /
|r Irene Chien --
|t The rubble and the ruin: race, gender, and sites of inglorious conflict in Spec Ops: The Line /
|r Soraya Murray --
|t Representing race and disability: Grand Theft Auto: San Andreas as a whole text /
|r Rachael Hutchinson --
|t Entering the picture: digital portraiture and the aesthetics of video game representation /
|r Lisa Patti --
|t Playing to lose: the queer art of failing at video games /
|r Bonnie Ruberg --
|t Romancing an empire, becoming Isaac: the queer possibilities of Jade Empire and The Binding of Isaac /
|r Jordan Wood --
|t A game chooses, a player obeys: BioShock, posthumanism, and the limits of queerness /
|r Edmond Y. Chang.
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|a Print version record.
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|b Books at JSTOR All Purchased
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650 |
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|a Video games.
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|a Race in mass media.
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|a Sex in mass media.
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|a Video Games
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|a Jeux vidéo.
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|a Race dans les médias.
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|a Sexualité dans les médias.
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|a video games.
|2 aat
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|a POLITICAL SCIENCE
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|a SOCIAL SCIENCE
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|a SOCIAL SCIENCE
|x Popular Culture.
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|a SOCIAL SCIENCE
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|2 bisacsh
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|a Malkowski, Jennifer,
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|a Russworm, TreaAndrea M.,
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|t Gaming representation.
|d Bloomington : Indiana University Press, [2017]
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