Coverart for item
The Resource Gaming at the edge : sexuality and gender at the margins of gamer culture, Adrienne Shaw

Gaming at the edge : sexuality and gender at the margins of gamer culture, Adrienne Shaw

Label
Gaming at the edge : sexuality and gender at the margins of gamer culture
Title
Gaming at the edge
Title remainder
sexuality and gender at the margins of gamer culture
Statement of responsibility
Adrienne Shaw
Creator
Author
Subject
Language
eng
Summary
" Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter. In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates. Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture. "--
Assigning source
Provided by publisher
Cataloging source
DLC
http://library.link/vocab/creatorDate
1983-
http://library.link/vocab/creatorName
Shaw, Adrienne
Dewey number
794.8
Government publication
government publication of a state province territory dependency etc
Illustrations
illustrations
Index
index present
LC call number
GV1469.17.S63
LC item number
S53 2014
Literary form
non fiction
Nature of contents
bibliography
http://library.link/vocab/subjectName
  • Video games
  • Electronic games
  • Gender identity
  • Sex role
  • Sex
  • Video games
  • Electronic games
  • Gender identity
  • Sex role
  • Sex
  • SOCIAL SCIENCE / Media Studies
  • SOCIAL SCIENCE / Gay Studies
  • GAMES / Video & Electronic
Label
Gaming at the edge : sexuality and gender at the margins of gamer culture, Adrienne Shaw
Instantiates
Publication
Bibliography note
Includes bibliographical references and index
Carrier category
volume
Carrier category code
nc
Carrier MARC source
rdacarrier.
Content category
text
Content type code
txt
Content type MARC source
rdacontent.
Contents
Introduction. Clichés versus women: moving beyond sexy sidekicks and damsels in distress -- From Custer's Revenge and Mario to Fable and Fallout: race, gender, and sexuality in digital games -- Does anyone really identify with Lara Croft? Unpacking identification in video games -- He could be a bunny rabbit for all I care! How we connect with characters and avatars -- When and why representation matters to players: realism versus escapism -- Conclusion: a future free of dickwolves
Control code
877365197
Dimensions
23 cm.
Extent
x, 317 pages
Isbn
9780816693153
Lccn
2014005527
Media category
unmediated
Media MARC source
rdamedia.
Media type code
n
Other physical details
illustrations
System control number
(OCoLC)877365197
Label
Gaming at the edge : sexuality and gender at the margins of gamer culture, Adrienne Shaw
Publication
Bibliography note
Includes bibliographical references and index
Carrier category
volume
Carrier category code
nc
Carrier MARC source
rdacarrier.
Content category
text
Content type code
txt
Content type MARC source
rdacontent.
Contents
Introduction. Clichés versus women: moving beyond sexy sidekicks and damsels in distress -- From Custer's Revenge and Mario to Fable and Fallout: race, gender, and sexuality in digital games -- Does anyone really identify with Lara Croft? Unpacking identification in video games -- He could be a bunny rabbit for all I care! How we connect with characters and avatars -- When and why representation matters to players: realism versus escapism -- Conclusion: a future free of dickwolves
Control code
877365197
Dimensions
23 cm.
Extent
x, 317 pages
Isbn
9780816693153
Lccn
2014005527
Media category
unmediated
Media MARC source
rdamedia.
Media type code
n
Other physical details
illustrations
System control number
(OCoLC)877365197

Library Locations

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      1020 Lowry Street, Columbia, MO, 65201, US
      38.944491 -92.326012
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