LEADER 04165nam 2200661 450 001 9910819560603321 005 20230204011650.0 010 $a1-4529-4966-2 010 $a0-8166-9315-3 010 $a1-4529-4345-1 035 $a(CKB)3710000000329387 035 $a(EBL)1912575 035 $a(StDuBDS)EDZ0001177872 035 $a(OCoLC)899264742 035 $a(MdBmJHUP)muse43652 035 $a(Au-PeEL)EBL1912575 035 $a(CaPaEBR)ebr11003364 035 $a(CaONFJC)MIL688778 035 $a(MiAaPQ)EBC1912575 035 $a(PPN)266925383 035 $a(EXLCZ)993710000000329387 100 $a20150122h20142014 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $2rdacontent 182 $2rdamedia 183 $2rdacarrier 200 10$aGaming at the edge$b[electronic resource] $esexuality and gender at the margins of gamer culture /$fAdrienne Shaw 210 1$aMinneapolis, Minnesota ;$aLondon, England :$cUniversity of Minnesota Press,$d2014. 210 4$dİ2014 215 $a1 online resource (329 p.) 300 $aDescription based upon print version of record. 311 $a1-322-57496-0 311 $a0-8166-9316-1 320 $aIncludes bibliographical references and index. 327 $aCover; Contents; Preface; Introduction. Cliche?s versus Women: Moving beyond Sexy Sidekicks and Damsels in Distress; 1 From Custer's Revenge and Mario to Fable and Fallout: Race, Gender, and Sexuality in Digital Games; 2 Does Anyone Really Identify with Lara Croft? Unpacking Identification in Video Games; 3 He Could Be a Bunny Rabbit for All I Care! How We Connect with Characters and Avatars; 4 When and Why Representation Matters to Players: Realism versus Escapism; Conclusion: A Future Free of Dickwolves; Acknowledgments; Notes; Gameography; Bibliography; Index; A; B; C; D; E; F; G; H; I; J 327 $aKL; M; N; O; P; Q; R; S; T; U; V; W; X; Y; Z 330 $a" Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter. In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates. Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture. "--$cProvided by publisher. 606 $aVideo games$xSocial aspects 606 $aGender identity 606 $aGender identity 606 $aSex role 606 $aSex 615 0$aVideo games$xSocial aspects. 615 0$aGender identity. 615 2$aGender identity. 615 0$aSex role. 615 0$aSex. 676 $a794.8 686 $aSOC052000$aSOC012000$aGAM013000$2bisacsh 700 $aShaw$b Adrienne$f1983-$01684304 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910819560603321 996 $aGaming at the edge$94055723 997 $aUNINA