Race, Gender, and Deviance in Xbox Live

Theoretical Perspectives from the Virtual Margins
Author: Kishonna L. Gray
Publisher: Routledge
ISBN: 131752179X
Category: Social Science
Page: 113
View: 8039

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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.

A Unified Theory of Justice and Crime

Justice That Love Gives
Author: Michael J. DeValve,Tammy S. Garland,Elizabeth Q. Wright
Publisher: Rowman & Littlefield
ISBN: 1498559913
Category: Social Science
Page: 320
View: 3630

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This book addresses the idea of justice in order to guide society towards a more effective justice system. The authors trace impoverished and accomplished thinking in criminological and justice discourses and show that when justice and love are seen as synonyms, the historic ills that have plagued humanity tend to evaporate.

Fan Girls and the Media

Creating Characters, Consuming Culture
Author: Adrienne Trier-Bieniek
Publisher: Rowman & Littlefield
ISBN: 1442246561
Category: Social Science
Page: 158
View: 9266

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This collection of essays examines the ways that entertainment and media are created and consumed in conjunction with gender stereotypes, by examining the diverse ways that women are confronting these stereotypes.

Gender and Sexuality in Online Game Cultures

Passionate Play
Author: Jenny Sundén,Malin Sveningsson
Publisher: Routledge
ISBN: 1136499784
Category: Social Science
Page: 246
View: 7614

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How do gender and sexuality come to matter in online game cultures? Why is it important to explore "straight" versus "queer" contexts of play? And what does it mean to play together with others over time, as co-players and researchers? Gender and Sexuality in Online Game Cultures is a book about female players and their passionate encounters with the online game World of Warcraft and its player cultures. It takes seriously women’s passions in games, and as such draws attention to questions of pleasure in and desire for technology. The authors use a unique approach of what they term a "twin ethnography" that develops two parallel stories. Sveningsson studies "straight" game culture, and makes explicit that which is of the norm by exploring the experiences of female gamers in a male-dominated gaming context. Sundén investigates "queer" game culture through the queer potentials of mainstream World of Warcraft culture, as well as through the case of a guild explicitly defined as LGBT. Academic research on game culture is flourishing, yet feminist accounts of gender and sexuality in games are still in the making. Drawing on feminist notions of performance, performativity and positionality, as well as the recent turn to affect and phenomenology within cultural theory, the authors develop queer, feminist studies of online player cultures in ways that are situated and embodied.

Digital Culture, Play, and Identity

A World of Warcraft Reader
Author: Hilde Corneliussen,Jill Walker Rettberg
Publisher: MIT Press
ISBN: 0262033704
Category: Games
Page: 304
View: 6703

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World of Warcraft is the world's most popular massively multiplayer online game (MMOG), with (as of March 2007) more than eight million active subscribers across Europe, North America, Asia, and Australia, who play the game an astonishing average of twenty hours a week. This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds. The contributors have immersed themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design--as created by Blizzard Entertainment, the game's developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resident of Azeroth and the data they have gathered and interpreted. The contributors examine the ways that gameworlds reflect the real world--exploring such topics as World of Warcraft as a "capitalist fairytale" and the game's construction of gender; the cohesiveness of the gameworld in terms of geography, mythology, narrative, and the treatment of death as a temporary state; aspects of play, including "deviant strategies" perhaps not in line with the intentions of the designers; and character--both players' identification with their characters and the game's culture of naming characters. The varied perspectives of the contributors--who come from such fields as game studies, textual analysis, gender studies, and postcolonial studies--reflect the breadth and vitality of current interest in MMOGs.Hilde G. Corneliussen and Jill Walker Rettberg are both Associate Professors of Humanistic Informatics at the University of Bergen, Norway.

Games of Empire

Global Capitalism and Video Games
Author: Nick Dyer-Witheford,Greig De Peuter
Publisher: U of Minnesota Press
ISBN: 0816666105
Category: Political Science
Page: 298
View: 6610

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In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment. In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street. Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development. Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.

Feminist Theory, Crime, and Social Justice


Author: Alana Van Gundy
Publisher: Routledge
ISBN: 1317522540
Category: Social Science
Page: 106
View: 3581

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Feminist Theory, Crime, and Social Justice offers an insightful look at the primarily masculine-driven perspective on crime and justice through the lens of feminist theory. The book presents the argument that an increased understanding of the female crime typology, life course, and gender-specific programming will improve social justice for offenders. Discussions on the direct implications of the way society views crime and justice contribute to policy recommendations for helping to improve these views, specifically as they relate to female crime.

The Psychology of Teen Violence and Victimization


Author: Michele A. Paludi
Publisher: ABC-CLIO
ISBN: 0313393753
Category: Psychology
Page: 560
View: 5989

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• Contributions from 70 internationally renowned authors and advocates, comprising all original materials • Bibliographies presented at the ends of each chapter • Name and subject indices • Websites and organizations relevant to teen violence

Feminism in Play


Author: Kishonna L. Gray,Gerald Voorhees,Emma Vossen
Publisher: Palgrave Macmillan
ISBN: 9783319905389
Category: Social Science
Page: 281
View: 8980

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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.

Digitizing Race

Visual Cultures of the Internet
Author: Lisa Nakamura
Publisher: U of Minnesota Press
ISBN: 1452913307
Category: Social Science
Page: 248
View: 6301

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Lisa Nakamura refers to case studies of popular yet rarely evaluated uses of the Internet, such as pregnancy websites, instant messaging, and online petitions and quizzes, to look at the emergence of race-, ethnic-, and gender-identified visual cultures.

Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs In Gaming


Author: Yasmin B. Kafai,Gabriela T. Richard,Brendesha M. Tynes
Publisher: Lulu Press, Inc
ISBN: 1365839133
Category: Education
Page: N.A
View: 2298

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In Diversifying Barbie and Mortal Kombat, the third edited volume in the series that includes From Barbie to Mortal Kombat and Beyond Barbie and Mortal Kombat, we expand the discussions on gender, race, and sexuality in gaming. We include intersectional perspectives on the experiences of diverse players, non-players and designers and promote inclusive designs for broadening access and participation in gaming, design and development. Contributors from media studies, gender studies, game studies, educational design, learning sciences, computer science, and game development examine who plays, how they play, where and what they play, why they play (or choose not to play), and with whom they play. This volume further explores how we can diversify access, participation and design for more inclusive play and learning.

Feminism and the Politics of Childhood

Friends or Foes?
Author: Rachel Rosen,Katherine Twamley
Publisher: UCL Press
ISBN: 1787350630
Category: Family & Relationships
Page: 314
View: 6087

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Feminism and the Politics of Childhood offers an innovative and critical exploration of perceived commonalities and conflicts between women and children and, more broadly, between various forms of feminism and the politics of childhood. This unique collection of 18 chapters brings into dialogue authors from a range of geographical contexts, social science disciplines, activist organisations, and theoretical perspectives. The wide variety of subjects include refugee camps, care labour, domestic violence and childcare and education. Chapter authors focus on local contexts as well as their global interconnections, and draw on diverse theoretical traditions such as poststructuralism, psychoanalysis, posthumanism, postcolonialism, political economy, and the ethics of care. Together the contributions offer new ways to conceptualise relations between women and children, and to address injustices faced by both groups. Praise for Feminism and the Politics of Childhood: Friends or Foes? ‘This book is genuinely ground-breaking.’ ‒ Val Gillies, University of Westminster ‘Feminism and the Politics of Childhood: Friends or Foes? asks an impossible question, and then casts prismatic light on all corners of its impossibility.’ ‒ Cindi Katz, CUNY ‘This provocative and stimulating publication comes not a day too soon.’ ‒ Gerison Lansdown, Child to Child ‘A smart, innovative, and provocative book.’ ‒ Chandra Talpade Mohanty, Syracuse University ‘This volume raises and addresses issues so pressing that it is surprising they are not already at the heart of scholarship.’ ‒ Ann Phoenix, UCL

Woke Gaming

Digital Challenges to Social Injustice
Author: Kishonna L. Gray,David J. Leonard
Publisher: N.A
ISBN: 9780295744186
Category: Sex in video games
Page: 280
View: 4091

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From #Gamergate to the 2016 election, to the daily experiences of marginalized perspectives, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole. Drawing from groundbreaking research on counter and oppositional gaming and from popular games such as World of Warcraft and Tomb Raider, Woke Gaming examines resistance to problematic spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays seek to identify strategies to detox gaming culture and orient players and gamers toward progressive ends. From Anna Anthropy?s Keep Me Occupied to Momo Pixel?s Hair, Nah, video games can reveal the power and potential for marginalized communities to resist, and otherwise challenge dehumanizing representations inside and outside of game spaces. In a moment of #MeToo, #BlackLivesMatter, and efforts to transform current political realities, Woke Gaming illustrates the power and potential of video games to foster change and become a catalyst for social justice.

The Proteus Paradox

How Online Games and Virtual Worlds Change Us?And How They Don't
Author: Nick Yee
Publisher: Yale University Press
ISBN: 0300190999
Category: Computers
Page: 248
View: 4793

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A surprising assessment of the ways that virtual worlds are entangled with human psychology

Routledge International Handbook of Visual Criminology


Author: Michelle Brown,Eamonn Carrabine
Publisher: Routledge
ISBN: 1317497538
Category: Social Science
Page: 578
View: 4329

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Dynamically written and richly illustrated, the Routledge International Handbook of Visual Criminology offers the first foundational primer on visual criminology. Spanning a variety of media and visual modes, this volume assembles established researchers whose work is essential to understanding the role of the visual in criminology and emergent thinkers whose work is taking visual criminology in new directions. This book is divided into five parts that each highlight a key aspect of visual criminology, exploring the diversity of methods, techniques and theoretical approaches currently shaping the field: • Part I introduces formative positions in the developments of visual criminology and explores the different disciplines that have contributed to analysing images. • Part II explores visual representations of crime across film, graphic art, documentary, police photography, press coverage and graffiti and urban aesthetics. • Part III discusses the relationship of visual criminology to criminal justice institutions like policing, punishment and law. • Part IV focuses on the distinctive ethical problems posed by the image, reflecting on the historical development, theoretical disputes and methodological issues involved. • Part V identifies new frameworks and emergent perspectives and reflects upon the distinctive challenges and limits that can be seen in this emerging field. This book includes a vibrant colour plate section and over a hundred black and white images, breaking down the barriers between original photography and artwork, historic paintings and illustrations and modern comics and films. This interdisciplinary book will be of interest to criminologists, sociologists, visual ethnographers, art historians and those engaged with media studies.

Corrections

Exploring Crime, Punishment, and Justice in America
Author: John T. Whitehead,Kimberly D. Dodson,Bradley D. Edwards
Publisher: Routledge
ISBN: 1437734987
Category: Law
Page: 392
View: 1592

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Corrections: Exploring Crime, Punishment, and Justice in America provides a thorough introduction to the topic of corrections in America. In addition to providing complete coverage of the history and structure of corrections, it offers a balanced account of the issues facing the field so that readers can arrive at informed opinions regarding the process of corrections in America. The third edition introduces new content and fully updated information on America’s correctional system in a lively, colorful, readable textbook Increased emphasis on evidence-based decisionmaking in corrections New author team, new title, and more engaging and reader-friendly content Highly visual full-color interior at a very affordable price point A completely new chapter brings together all aspects of correctional administration

Corn Hollow

A Journey of Sorrow and Triumph
Author: Laverne McLeod
Publisher: N.A
ISBN: 9780997653106
Category:
Page: N.A
View: 9198

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African American Historical Fiction- A beautiful and horrible encounter of a protagonist on her quest for answers. Takes place during the Civil Rights Movement in America while exposing several injustices: race, gender, alcoholism, prostitution, incest and poverty. Suited to high school young adults and adults in general due to the subject matter.

Taking Action Against Racism


Author: Cath Senker
Publisher: The Rosen Publishing Group, Inc
ISBN: 9781435853478
Category: Juvenile Nonfiction
Page: 48
View: 4501

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Describes racism, why people are ricist, and what they do.

Urban Interstices: The Aesthetics and the Politics of the In-between


Author: Dr Andrea Mubi Brighenti
Publisher: Ashgate Publishing, Ltd.
ISBN: 1472410033
Category: Political Science
Page: 230
View: 1467

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Bringing together a team of international scholars with an interest in urban transformations, spatial justice and territoriality, this volume questions how the interstice is related to the emerging processes of partitioning, enclave-making and zoning, showing how in-between spaces are intimately related to larger flows, networks, territories and boundaries. Illustrated with a range of case studies from places such as the US, Quebec, the UK, Italy, Gaza, Iraq, India, and South-east Asia, the volume analyses the place and function of interstitial locales in both a ‘disciplined’ urban space and a disordered space conceptualized through the notions of ‘excess’, ‘danger’ and ‘threat’. Warning not to romanticize the interstice, the book invites us to study it as not simply a place but also a set of phenomena, events and social interactions. How are interstices perceived and represented? What is the politics of visibility that is applied to them? How to capture their peculiar rhythms, speeds and affects? On the one hand, interstices open up venues for informality, improvisation, challenge, and bricolage, playful as well as angry statements on the neoliberal city and enhanced urban inequalities. On the other hand, they also represent a crucial site of governance (even governance by withdrawal) and urban management, where an array of techniques ranging from military urbanism to new forms of value extraction are experimented. At the point of convergence of all these tensions, interstices appear as veritable sites of transformation, where social forces clash and mesh prefiguring our urban future. The book interrogates these territories, proposing new ways to explore the dynamics, events and visibilities that define them.

The Quantified Self


Author: Deborah Lupton
Publisher: John Wiley & Sons
ISBN: 1509500618
Category: Social Science
Page: 240
View: 965

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With the advent of digital devices and software, self-tracking practices have gained new adherents and have spread into a wide array of social domains. The Quantified Self movement has emerged to promote 'self-knowledge through numbers'. In this groundbreaking book Deborah Lupton critically analyses the social, cultural and political dimensions of contemporary self-tracking and identifies the concepts of selfhood and human embodiment and the value of the data that underpin them. The book incorporates discussion of the consolations and frustrations of self-tracking, as well as about the proliferating ways in which people's personal data are now used beyond their private rationales. Lupton outlines how the information that is generated through self-tracking is taken up and repurposed for commercial, governmental, managerial and research purposes. In the relationship between personal data practices and big data politics, the implications of self-tracking are becoming ever more crucial.