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Book Race  Gender  and Deviance in Xbox Live

Download or read book Race Gender and Deviance in Xbox Live written by Kishonna L. Gray and published by Routledge. This book was released on 2014-03-27 with total page 114 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Race  Gender  and Deviance in Xbox Live

Download or read book Race Gender and Deviance in Xbox Live written by KISHONNA L. GRAY and published by Routledge. This book was released on 2024-10 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 Tenth 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 criminological 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.

Book Race and Media

    Book Details:
  • Author : Lori Kido Lopez
  • Publisher : NYU Press
  • Release : 2020-12-15
  • ISBN : 1479881376
  • Pages : 213 pages

Download or read book Race and Media written by Lori Kido Lopez and published by NYU Press. This book was released on 2020-12-15 with total page 213 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

Book Fan Girls and the Media

Download or read book Fan Girls and the Media written by Adrienne Trier-Bieniek and published by Rowman & Littlefield. This book was released on 2015-02-12 with total page 159 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Genders  Cultures  and Literacies

Download or read book Genders Cultures and Literacies written by Barbara J. Guzzetti and published by Routledge. This book was released on 2021-11-29 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Intersectional Tech

Download or read book Intersectional Tech written by Kishonna L. Gray and published by LSU Press. This book was released on 2020-09-02 with total page 218 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Critical Pedagogy  Race  and Media

Download or read book Critical Pedagogy Race and Media written by Susan Flynn and published by Routledge. This book was released on 2021-12-30 with total page 307 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Feminism in Play

Download or read book Feminism in Play written by Kishonna L. Gray and published by Springer. This book was released on 2018-10-04 with total page 271 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Digital bodies

    Book Details:
  • Author : Daniels, Jessie
  • Publisher : Policy Press
  • Release : 2016-11-18
  • ISBN : 1447329074
  • Pages : 176 pages

Download or read book Digital bodies written by Daniels, Jessie and published by Policy Press. This book was released on 2016-11-18 with total page 176 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Digital Sociologies

Download or read book Digital Sociologies written by Daniels, Jessie and published by Policy Press. This book was released on 2017 with total page 528 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Media and Power in International Contexts

Download or read book Media and Power in International Contexts written by Apryl Williams and published by Emerald Group Publishing. This book was released on 2018-11-12 with total page 192 pages. Available in PDF, EPUB and Kindle. Book excerpt: Media and Power is sponsored by the Communication, Information Technologies, and Media Sociology (CITAMS). This volume contributes phenomenological and epistemic knowledge of the intersection of media and various forms of power, addressing the relationships between media and gender, race, ethnicity, and national identity.

Book The Oxford Handbook of Digital Media Sociology

Download or read book The Oxford Handbook of Digital Media Sociology written by Deana A. Rohlinger and published by Oxford University Press. This book was released on 2022 with total page 745 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital media are normal. But this was not always true. For a long time, lay discourse, academic exhortations, pop culture narratives, and advocacy groups constructed new Information and communications technologies (ICTs) as exceptional. Whether they were believed to be revolutionary, dangerous, rife with opportunity, or other-worldly, these tools and technologies were framed as extraordinary. But digital media are now mundane, thoroughly embedded - and often unquestioned - in everyday life. Digital ICTs are enmeshed in health and wellness, work and organizations, elections, capital flows, intimate relationships, social movements, and even our own identities. And although the study of these technologies has always been interdisciplinary - at the crossroads of computer science, cultural studies, science and technology studies, and communications - never has a sociological perspective been more valuable. Sociology has always excelled at helping us re-see the normal. The Oxford Handbook of Digital Media Sociology is a perfect point of entry for those curious about the state of sociological research on digital media. Each chapter reviews the sociological research that has been done thus far and points towards unanswered questions. The 34 chapters in the Handbook are arranged in six sections which look at digital media as they relate to: theory, social institutions, everyday life, community and identity, social inequalities, and politics & power. More than ever, the contributors to this volume help make it a centralizing resource, pulling together the various strands of sociological research focused on digital media. In addition to providing a distinctly sociological center for those scholars looking to find their way in the subfield, the volume offers top sociological research that provides an overview of digital media to explain our quickly changing world to a broader public. Readers will find it accessible enough for use in class, and thorough enough for seasoned professionals interested in a concise update in their areas of interest.

Book Race  Culture and the Video Game Industry

Download or read book Race Culture and the Video Game Industry written by Sam Srauy and published by Taylor & Francis. This book was released on 2024-04-29 with total page 148 pages. Available in PDF, EPUB and Kindle. Book excerpt: A detailed and much needed examination of how systemic racism in the US shaped the culture, market logic, and production practices of video game developers from the 1970s until the 2010s. Offering historical analysis of the video game industries (console, PC, and indie) from a critical, political economic lens, this book specifically examines the history of how such practices created, enabled, and maintained racism through the imagined ‘gamer.’ The book explores how the cultural and economic landscape of the United States developed from the 1970s through the 2000s and explains how racist attitudes are reflected and maintained in the practices of video games production. These practices constitute a 'Vicious Circuit' that normalizes racism and the centrality of an imagined gamer identity. It also explores how the industry, from indie game developers to larger profit-driven companies, responded to changing attitudes in the 2010s, where racism and lack of diversity in games was frequently being noted. The book concludes by offering potential solutions to combat this ‘Vicious Circuit’. A vital contribution to the study of video games that will be welcomed by students and scholars in the fields of media studies, cultural studies, game studies, critical race studies, and beyond.

Book The World Is Born From Zero

    Book Details:
  • Author : Cameron Kunzelman
  • Publisher : Walter de Gruyter GmbH & Co KG
  • Release : 2022-07-18
  • ISBN : 3110719452
  • Pages : 206 pages

Download or read book The World Is Born From Zero written by Cameron Kunzelman and published by Walter de Gruyter GmbH & Co KG. This book was released on 2022-07-18 with total page 206 pages. Available in PDF, EPUB and Kindle. Book excerpt: The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and the cultural context those strategies emerge from, Kunzelman investigates a diverse array of games like The Last of Us, VA-11 Hall-A, and Civilization VI in order to explore what science fiction video games can tell us about their genres, their ways of speculating, and how the medium of the video game does (or does not) direct us down experiential pathways that are both oppressive and liberatory. Taking a multidisciplinary look at these games, The World is Born From Zero offers a unique theorization of science fiction games that provides both science fiction studies and video game studies with new tools for thinking how this medium and mode inform each other.

Book The Video Game Debate 2

Download or read book The Video Game Debate 2 written by Rachel Kowert and published by Routledge. This book was released on 2020-11-29 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.

Book Credible Threat

    Book Details:
  • Author : Sarah Sobieraj
  • Publisher : Oxford University Press, USA
  • Release : 2020-09-23
  • ISBN : 0190089288
  • Pages : 193 pages

Download or read book Credible Threat written by Sarah Sobieraj and published by Oxford University Press, USA. This book was released on 2020-09-23 with total page 193 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book argues that the rampant hate-filled attacks against women online come are best understood as patterned resistance to women's political voice and visibility that coalesce into an often-unrecognized form of gender inequality that constrains women's use of digital public spaces, much as the pervasive threat of sexual intimidation and violence constrain women's freedom and comfort in physical public spaces. What's more, the abuse exacerbates inequality among women, as women of color, and Muslim, immigrant, and/or LBTQ women of all races, are disproportionately targeted. Drawing on in-depth interviews with women who have been on the receiving end of digital hate, Credible Threat shows that the onslaught of epithets and stereotypes, rape threats, and commentary about their physical appearance and sexual behavior come with great professional, personal, and psychological costs for the women targeted, but also with underexplored societal level costs that demand attention. The women's accounts show that when effective, identity-based attacks undermine their contributions to public discourse, create a climate of self-censorship, and at times, push women out of digital publics altogether. Given the uneven distribution of toxicity, those women whose voices are already most under-represented (e.g., women from historically undervalued groups, those in male-dominated fields) are particularly at risk. In the end, identity-based attacks online erode civil liberties, diminish public discourse, limit the knowledge we have to inform policy and electoral decision-making, and teach all women that activism and public service are unappealing, high-risk endeavors to be avoided"--

Book Ready Player Two

Download or read book Ready Player Two written by Shira Chess and published by U of Minnesota Press. This book was released on 2017-10-01 with total page 246 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cultural stereotypes to the contrary, approximately half of all video game players are now women. A subculture once dominated by men, video games have become a form of entertainment composed of gender binaries. Supported by games such as Diner Dash, Mystery Case Files, Wii Fit, and Kim Kardashian: Hollywood—which are all specifically marketed toward women—the gamer industry is now a major part of imagining what femininity should look like. In Ready Player Two, media critic Shira Chess uses the concept of “Player Two”—the industry idealization of the female gamer—to examine the assumptions implicit in video games designed for women and how they have impacted gaming culture and the larger society. With Player Two, the video game industry has designed specifically for the feminine ideal: she is white, middle class, heterosexual, cis-gendered, and abled. Drawing on categories from time management and caregiving to social networking, consumption, and bodies, Chess examines how games have been engineered to shape normative ideas about women and leisure. Ready Player Two presents important arguments about how gamers and game developers must change their thinking about both women and games to produce better games, better audiences, and better industry practices. Ultimately, this book offers vital prescriptions for how one of our most powerful entertainment industries must evolve its ideas of women.