Race, gender, and deviance in Xbox Live : theoretical perspectives from the virtual margins / / Kishonna L. Gray |
Autore | Gray Kishonna L. |
Pubbl/distr/stampa | Waltham, Mass. : , : Anderson Pub., , [2015] |
Descrizione fisica | 1 online resource (114 p.) |
Disciplina | 688.74 |
Collana | Theoretical Criminology Series |
Soggetto topico |
kjønnsdiskriminering
rasisme Violence in video games Video games - Moral and ethical aspects Xbox video games - Social aspects Racism in popular culture |
Soggetto genere / forma | Electronic books. |
ISBN |
1-138-14332-4
1-315-72137-6 1-317-52180-3 0-323-29625-4 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
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 |
Record Nr. | UNINA-9910453496703321 |
Gray Kishonna L. | ||
Waltham, Mass. : , : Anderson Pub., , [2015] | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Race, gender, and deviance in Xbox Live : theoretical perspectives from the virtual margins / / Kishonna L. Gray |
Autore | Gray Kishonna L. |
Pubbl/distr/stampa | Waltham, Mass. : , : Anderson Pub., , [2015] |
Descrizione fisica | 1 online resource (114 p.) |
Disciplina | 688.74 |
Collana | Theoretical Criminology Series |
Soggetto topico |
kjønnsdiskriminering
rasisme Violence in video games Video games - Moral and ethical aspects Xbox video games - Social aspects Racism in popular culture |
ISBN |
1-317-52179-X
1-138-14332-4 1-315-72137-6 1-317-52180-3 0-323-29625-4 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
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 |
Record Nr. | UNINA-9910791066803321 |
Gray Kishonna L. | ||
Waltham, Mass. : , : Anderson Pub., , [2015] | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Race, gender, and deviance in Xbox Live : theoretical perspectives from the virtual margins / / Kishonna L. Gray |
Autore | Gray Kishonna L. |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Waltham, Mass. : , : Anderson Pub., , [2015] |
Descrizione fisica | 1 online resource (114 p.) |
Disciplina |
688.74
306.4870285 |
Collana | Theoretical Criminology Series |
Soggetto topico |
kjønnsdiskriminering
rasisme Violence in video games Video games - Moral and ethical aspects Xbox video games - Social aspects Racism in popular culture |
ISBN |
1-317-52179-X
1-138-14332-4 1-315-72137-6 1-317-52180-3 0-323-29625-4 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
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 |
Record Nr. | UNINA-9910819892503321 |
Gray Kishonna L. | ||
Waltham, Mass. : , : Anderson Pub., , [2015] | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|