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|a GV1469.34.S52
|b G735 2020
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|a Gray, Kishonna L.,
|e author.
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|a Intersectional Tech :
|b Black Users in Digital Gaming /
|c Kishonna L. Gray ; foreword by Anita Sarkeesian.
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|a Baltimore, Maryland :
|b Project Muse,
|c 2020
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|a Baltimore, Md. :
|b Project MUSE,
|c 2020
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|c ©2020
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|a 1 online resource (218 pages):
|b illustrations
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|a text
|b txt
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|a online resource
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|a Issued as part of book collections on Project MUSE.
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|a Includes bibliographical references and index.
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|a 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.
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|a Access restricted to authorized users and institutions.
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|a 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.
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|a Description based on print version record.
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|a Racism in popular culture.
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|a African Americans
|x Race identity.
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|a African American
|x Recreation.
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|a Video gamers
|z United States
|x Social conditions.
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|a Video games
|x Social aspects
|z United States.
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|a Electronic books.
|2 local
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|a Sarkeesian, Anita,
|e writer of foreword.
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|a Project Muse,
|e distributor.
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|i Print version:
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|a Project Muse.
|e distributor
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|a Book collections on Project MUSE.
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|z Texto completo
|u https://projectmuse.uam.elogim.com/book/77262/
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945 |
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|a Project MUSE - Custom Collection
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945 |
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|a Project MUSE - 2020 Complete
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945 |
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|a Project MUSE - 2020 Global Cultural Studies
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945 |
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|a Project MUSE - 2020 American Studies
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