Race, Gender, and Deviance in Xbox Live


Book Description

Race, Gender, and Deviance in Xbox Live 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 multimedia entertainment outlet for more than 20 million users. This book examines the nature of social interactions within Xbox Live, which are often riddled with deviant behavior, including but not limited to racism and sexism. The text situates video games within a hegemonic framework deploying whiteness and masculinity as the norm. The experiences of the marginalized bodies are situated within the framework of deviance as they fail to conform to the hegemonic norm and become victims of racism, sexism, and other types of harassment.




Race, Gender, and Deviance in Xbox Live


Book Description

By focusing on the experiences of users, gamers, and audiences inside one of the world’s largest gaming communities (Xbox Live), this book provides an overview of the landscape, architecture, and socio-technical structure of console gaming. Building on previous research regarding race, gender, and technology, it provides a much-needed intersectional approach to virtual gaming communities. It draws from a wide breadth of disciplines and interviews with minoritized and marginalized users to offer an overview of the virtual oppressions these individuals navigate and resist. In this 10th Anniversary Edition, author Kishonna L. Gray introduces the audience to a perspective on console gaming environments called “Multi-mediated Interactive Console Environments.” This new chapter provides a necessary understanding of these dynamic digital communities, adding console games, which have been heretofore left out of conversations on gaming, to platform studies, and addressing troubling examples on race, gender, and other identities. While the majority of scholarship on gaming comes from disciplines related to media studies and communication, it is imperative that other scholars engage the narrative and help move the focus on gaming beyond acts of violence or as a space that propels the military–industrial complex. By bringing together cultural studies, criminology, media studies, game studies, and others, this text offers interdisciplinary approaches to making sense of not only the technology and its impact on users and cultures but also the impact that (sub) cultures have had on gaming. It is essential reading for scholars and practitioners seeking solutions to some of gaming’s biggest challenges such as how to reduce harm in online gaming.




Race and Media


Book Description

A foundational collection of essays that demonstrate how to study race and media From graphic footage of migrant children in cages to #BlackLivesMatter and #OscarsSoWhite, portrayals and discussions of race dominate the media landscape. Race and Media adopts a wide range of methods to make sense of specific occurrences, from the corporate portrayal of mixed-race identity by 23andMe to the cosmopolitan fetishization of Marie Kondo. As a whole, this collection demonstrates that all forms of media—from the sitcoms we stream to the Twitter feeds we follow—confirm racism and reinforce its ideological frameworks, while simultaneously giving space for new modes of resistance and understanding. In each chapter, a leading media scholar elucidates a set of foundational concepts in the study of race and media—such as the burden of representation, discourses of racialization, multiculturalism, hybridity, and the visuality of race. In doing so, they offer tools for media literacy that include rigorous analysis of texts, ideologies, institutions and structures, audiences and users, and technologies. The authors then apply these concepts to a wide range of media and the diverse communities that engage with them in order to uncover new theoretical frameworks and methodologies. From advertising and music to film festivals, video games, telenovelas, and social media, these essays engage and employ contemporary dialogues and struggles for social justice by racialized communities to push media forward. Contributors include: Mary Beltrán Meshell Sturgis Ralina L. Joseph Dolores Inés Casillas Jennifer Lynn Stoever Jason Kido Lopez Peter X Feng Jacqueline Land Mari Castañeda Jun Okada Amy Villarejo Aymar Jean Christian Sarah Florini Raven Maragh-Lloyd Sulafa Zidani Lia Wolock Meredith D. Clark Jillian M. Báez Miranda J. Brady Kishonna L. Gray Susan Noh




Fan Girls and the Media


Book Description

In the broad spectrum of popular culture, one can be a fan of just about anything: comic books, television shows, fantasy novels, movie franchises, musical artists, and so on. Because fans are fluid and ever-changing, however, defining them poses a challenge. As a result, too few scholars have yet to focus on the impact of gender in media consumption, leading to a limited portrait of what male and female fans look for. In Fan Girls and the Media: Creating Characters, Consuming Culture, Adrienne Trier-Bieniek has assembled a collection of essays that demonstrate the gendered aspect of fandom and explore the ways different forms of media challenge stereotypical ideals of how culture is consumed. Contributors examine a wide range of fan issues—from gendered stereotypes in the Star Trek and Twilight franchises to gender roles in Tyler Perry films and The Real Housewives of Atlanta. Other essays look at the female comedy fan community, the appeal of avenging-woman characters written by men, and the use of social media by women in the video-game culture. This collection describes how gender is present in fandom, demonstrating the need to combat the marginalization of female identities in various cultural outlets. Fan Girls and the Media will be of interest to anyone studying fandom but also students and scholars of sociology, media, and gender studies.




Genders, Cultures, and Literacies


Book Description

This volume brings together leading scholars in their fields who offer much needed and wide-ranging perspectives on the intersections of genders, cultures, and literacies. As incidents of racial and gender aggression grow in number and in global attention, it is essential to understand how racial and gender identities and their expressions interplay and influence literacy development and practice. Contributors examine how social identities intersect and are expressed in literacy practices across an array of school and out-of-school settings and discuss how gender and race are represented in individuals’ multimodal practices. Chapters address such topics as the literacy practices of incarcerated fathers of color, Black girls’ literacies, Indigenous students’ cultural literacies, the writing practices of Latinx women for identity representation, and more. Ideal for scholars in literacy studies, gender studies, and cultural studies, this volume is a necessary and original update to the ways cultural, racial, and gender identities are viewed in current educational and sociocultural climates.




Intersectional Tech


Book Description

In Intersectional Tech: Black Users in Digital Gaming, Kishonna L. Gray interrogates blackness in gaming at the intersections of race, gender, sexuality, and (dis)ability. Situating her argument within the context of the concurrent, seemingly unrelated events of Gamergate and the Black Lives Matter movement, Gray highlights the inescapable chains that bind marginalized populations to stereotypical frames and limited narratives in video games. Intersectional Tech explores the ways that the multiple identities of black gamers—some obvious within the context of games, some more easily concealed—affect their experiences of gaming. The normalization of whiteness and masculinity in digital culture inevitably leads to isolation, exclusion, and punishment of marginalized people. Yet, Gray argues, we must also examine the individual struggles of prejudice, discrimination, and microaggressions within larger institutional practices that sustain the oppression. These “new” racisms and a complementary colorblind ideology are a kind of digital Jim Crow, a new mode of the same strategies of oppression that have targeted black communities throughout American history. Drawing on extensive interviews that engage critically with identity development and justice issues in gaming, Gray explores the capacity for gaming culture to foster critical consciousness, aid in participatory democracy, and effect social change. Intersectional Tech is rooted in concrete situations of marginalized members within gaming culture. It reveals that despite the truths articulated by those who expose the sexism, racism, misogyny, and homophobia that are commonplace within gaming communities, hegemonic narratives continue to be privileged. This text, in contrast, centers the perspectives that are often ignored and provides a critical corrective to notions of gaming as a predominantly white and male space.




Critical Pedagogy, Race, and Media


Book Description

Critical Pedagogy, Race, and Media investigates how popular media offers the potential to radicalise what and how we teach for inclusivity. Bringing together established scholars in the areas of race and pedagogy, this collection offers a unique approach to critical pedagogy by analysing current and historical iterations of race onscreen. The book forms theoretical and methodological bridges between the disciplinary fields of pedagogy, equality studies, and screen studies to explore how we might engage in and critique screen culture for teaching about race. It employs Critical Race Theory and paradigmatic frameworks to address some of the social crises in Higher Education classrooms, forging new understandings of how notions of race are buttressed by popular media. The chapters draw on popular media as a tool to explore the social, economic, and cultural dimensions of racial injustice and are grouped by Black studies, migration studies, Indigenous studies, Latinx studies, and Asian studies. Each chapter addresses diversity and the necessity for teaching to include visual media which is reflective of a myriad of students’ experiences. Offering opportunities for using popular media to teach for inclusion in Higher Education, this critical and timely book will be highly relevant for academics, scholars, and students across interdisciplinary fields such as pedagogy, human geography, sociology, cultural studies, media studies, and equality studies.




Feminism in Play


Book Description

Feminism in Play focuses on women as they are depicted in video games, as participants in games culture, and as contributors to the games industry. This volume showcases women’s resistance to the norms of games culture, as well as women’s play and creative practices both in and around the games industry. Contributors analyze the interconnections between games and the broader societal and structural issues impeding the successful inclusion of women in games and games culture. In offering this framework, this volume provides a platform to the silenced and marginalized, offering counter-narratives to the post-racial and post-gendered fantasies that so often obscure the violent context of production and consumption of games culture.




Digital Bodies


Book Description

In the early days of the internet, we assumed that digital technologies would allow us to escape embodiment and its accompanying entanglements. Yet now our embodied selves are often targeted for abuse and harassment online. As we move into the Internet of Things, the digital is increasingly on and in our bodies. The pieces in this Byte raise important questions about what it means to bring our embodied selves into contact with digital media technologies. Read alongside one another, the selections here expand our understanding of what it means to live in and through bodies augmented by digital technologies within a deeply unequal social world.




Digital Sociologies


Book Description

This handbook offers a much-needed overview of the rapidly growing field of digital sociology. Rooted in a critical understanding of inequality as foundational to digital sociology, it connects digital media technologies to traditional areas of study in sociology, such as labor, culture, education, race, class, and gender. It covers a wide variety of topics, including web analytics, wearable technologies, social media analysis, and digital labor. The result is a benchmark volume that places the digital squarely at the forefront of contemporary investigations of the social.