LEADER 05254oam 2200793I 450 001 9910819892503321 005 20240405063019.0 010 $a1-317-52179-X 010 $a1-138-14332-4 010 $a1-315-72137-6 010 $a1-317-52180-3 010 $a0-323-29625-4 024 7 $a10.4324/9781315721378 035 $a(CKB)2550000001250811 035 $a(EBL)1657933 035 $a(SSID)ssj0001212559 035 $a(PQKBManifestationID)11659096 035 $a(PQKBTitleCode)TC0001212559 035 $a(PQKBWorkID)11209591 035 $a(PQKB)11648653 035 $a(OCoLC)897455605 035 $a(MiAaPQ)EBC1798327 035 $a(MiAaPQ)EBC1657933 035 $a(EXLCZ)992550000001250811 100 $a20180706e20152014 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aRace, gender, and deviance in Xbox Live $etheoretical perspectives from the virtual margins /$fKishonna L. Gray 205 $a1st ed. 210 1$aWaltham, Mass. :$cAnderson Pub.,$d[2015] 215 $a1 online resource (114 p.) 225 1 $aTheoretical Criminology Series 300 $a"Video gameography": p. [89]. 300 $aFirst published 2014 by Anderson Publishing. 311 $a0-323-29649-1 311 $a1-306-54095-X 320 $aIncludes bibliographical references. 327 $aFront 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 327 $a1.2.2 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 327 $a3.2 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 327 $a4.3 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 327 $aVideo GameographyBibliography 330 $aRace, Gender, and Deviance in Xbox Live: Theoretical Criminology from the Virtual Margins provides a much-needed theoretical framework for examining deviant behavior and deviant bodies within one of the largest virtual gaming communities-Xbox Live. Previous research on video games has focused mostly on violence and examining violent behavior resulting from consuming this medium. This limited scope has skewed criminologists' understanding of video games and video game culture. Xbox Live has proven to be more than just a gaming platform for users. It has evolved into a multimedi 410 0$aTheoretical criminology series. 606 $akjønnsdiskriminering$2humord 606 $arasisme$2humord 606 $aViolence in video games 606 $aVideo games$xMoral and ethical aspects 606 $aXbox video games$xSocial aspects 606 $aRacism in popular culture 615 7$akjønnsdiskriminering 615 7$arasisme 615 0$aViolence in video games. 615 0$aVideo games$xMoral and ethical aspects. 615 0$aXbox video games$xSocial aspects. 615 0$aRacism in popular culture. 676 $a688.74 676 $a306.4870285 700 $aGray$b Kishonna L.$01674730 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910819892503321 996 $aRace, gender, and deviance in Xbox Live$94039720 997 $aUNINA