1.

Record Nr.

UNINA9910819892503321

Autore

Gray Kishonna L.

Titolo

Race, gender, and deviance in Xbox Live : theoretical perspectives from the virtual margins / / Kishonna L. Gray

Pubbl/distr/stampa

Waltham, Mass. : , : Anderson Pub., , [2015]

ISBN

1-317-52179-X

1-138-14332-4

1-315-72137-6

1-317-52180-3

0-323-29625-4

Edizione

[1st ed.]

Descrizione fisica

1 online resource (114 p.)

Collana

Theoretical Criminology Series

Disciplina

688.74

306.4870285

Soggetti

kjønnsdiskriminering

rasisme

Violence in video games

Video games - Moral and ethical aspects

Xbox video games - Social aspects

Racism in popular culture

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

"Video gameography": p. [89].

First published 2014 by Anderson Publishing.

Nota di bibliografia

Includes bibliographical references.

Nota di contenuto

Front Cover; Race, Gender, and Deviance in Xbox Live; Copyright Page; Contents; Acknowledgments; Author Biography; Foreword:  Dismantling the Master's (Virtual) House: One Avatar at a Time; Works Cited; Introduction; I.1 Xbox as a Mediated Console Multiplayer Environment; I.1.1 Features of Xbox/Xbox Live; I.2 Communication and Conflict in Xbox Live; I.3 The Marginalized as Gamer; I.3.1 "Girl Gamers"; I.3.2 Gamers of Color; I: The Games; 1 Video Games as Ideological Projects; 1.1 Race and Gender as Ideology; 1.2 Video Game Narrative; 1.2.1 Ideology and Hegemony

1.2.2 Examining Hegemonic Whiteness1.2.3 "Othering" Whiteness; 1.2.4 Hegemonic Masculinity; 1.2.5 Marginalized Masculinities; 1.3



Conclusion; 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; II: The Gaming Space; 3 Deviant Acts: Racism and Sexism in Virtual Gaming Communities; 3.1 Deviant Behavior in Virtual Communities; 3.1.1 Types of Gamers in Virtual Communities; 3.1.2 Griefing; 3.1.3 Flaming

3.2 Online Disinhibition3.2.1 Dissociative Anonymity; 3.2.2 Asynchronicity; 3.2.3 Solipsistic Introjection; 3.2.4 Dissociative Imagination; 3.2.5 Minimization of Status and Authority; 3.3 Linguistic Profiling: The Origin of Deviance in Xbox Live; 3.4 The Process Leading to Racism; 4 Deviant Bodies: Racism, Sexism, and Intersecting Oppressions; 4.1 Deviant Bodies, Racism, and Xbox Live; 4.2 Punishing Blackness in Popular Media; 4.2.1 The Resistant Masculinity Paradigm; 4.2.2 The Self-Made Masculinity Paradigm; 4.2.3 The Black Rage Paradigm; 4.2.4 The Plantation Patriarchy Paradigm

4.3 Intersecting Identities and Intersecting Oppressions4.3.1 Black Women and Intersectionality; 4.3.2 Latina and Chicana Identity Development and Oppression; III: The Solutions; 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; 5.2.1 Resource Mobilization Theory; 5.2.2 Applying Habitus to Marginalized Gamers in Xbox; 5.3 Conclusion; 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 GameographyBibliography

Sommario/riassunto

Race, Gender, and Deviance in Xbox Live: Theoretical Criminology from the Virtual Margins 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 multimedi