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  • 1
    UID:
    almahu_BV045456095
    Format: XIII, 306 Seiten : , Illustrationen.
    ISBN: 978-0-295-74418-6 , 978-0-295-74417-9
    Note: Includes bibliographical references and index
    Additional Edition: Erscheint auch als Online-Ausgabe Woke gaming Seattle : University of Washington Press, 2018 ISBN 9780295744193
    Language: English
    Subjects: Ethnology , General works
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    Keywords: Computerspiel ; Diskriminierung ; Frauenfeindlichkeit ; Rassismus ; Aufsatzsammlung ; Aufsatzsammlung ; Aufsatzsammlung ; Aufsatzsammlung
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  • 2
    Online Resource
    Online Resource
    Cham :Palgrave Macmillan,
    UID:
    almafu_BV045274427
    Format: 1 Online-Ressource (xvi, 271 Seiten) : , Illustrationen.
    ISBN: 978-3-319-90539-6
    Series Statement: Palgrave games in context
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-319-90538-9
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-319-90540-2
    Language: English
    Subjects: General works , Sociology
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    Keywords: Computerspiel ; Frau ; Computerspielindustrie ; Geschlechterforschung ; Aufsatzsammlung
    URL: Volltext  (URL des Erstveröffentlichers)
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  • 3
    Book
    Book
    Baton Rouge :Louisiana State University Press,
    UID:
    almahu_BV046995079
    Format: XIII, 201 Seiten : , Illustrationen ; , 23 cm.
    ISBN: 978-0-8071-7455-5 , 978-0-8071-7122-6
    Content: "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"--
    Note: Foreword / by Anita Sarkeesian -- Introduction: Intersectional formations and transmediated methods -- The "problem" of intersectionality in digital gaming culture -- Historical narratives, contemporary games, racialized experiences -- Hypervisible blackness, invisible narratives : black gamers cocreating transmediated masculine identity -- #Me2, #Me4, black women, and misogynoir : transmediated gaming practices as intersectional counterpublics -- #TechFail : from intersectional (in)accessibility to inclusive design -- Queering intersectional narratives : claiming space and creating possibilities -- Conclusion: Resisting intersectional marginalization using transmediated technologies in the digital era
    Additional Edition: Erscheint auch als Online-Ausgabe, PDF ISBN 978-0-8071-7440-1
    Additional Edition: Erscheint auch als Online-Ausgabe, EPUB ISBN 978-0-8071-7439-5
    Language: English
    Subjects: Ethnology , General works
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    Keywords: Videospiel ; Schwarze ; Ethnische Identität
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  • 4
    UID:
    almafu_9959899586902883
    Format: 1 online resource : , 11 b/w illustrations
    ISBN: 9781479823222
    Series Statement: Critical Cultural Communication
    Content: A foundational collection of essays that demonstrate how to study race and mediaFrom 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.
    Note: Frontmatter -- , Contents -- , Notes on Terminology -- , Introduction -- , Part I. Representing Race -- , 1. Racism and Mainstream Media -- , 2. Image Analysis and Televisual Latinos -- , 3. Visualizing Mixed Race and Genetics -- , 4. Listening to Racial Injustice -- , 5. Branding Athlete Activism -- , Part II. Producing and Performing Race -- , 6. The Burden of Representation in Asian American Television -- , 7. Indigenous Video Games -- , 8. Applying Latina/o Critical Communication Theory to Anti- Blackness -- , 9. Asian American Independent Media -- , 10. Remediating Trans Visuality -- , Part III. Digitizing Race -- , 11. Intersectional Distribution -- , 12. Podcasting Blackness -- , 13. Black Twitter as Semi-Enclave -- , 14. Arab Americans and Participatory Culture -- , 15. Diaspora and Digital Media -- , Part IV. Consuming and Resisting Race -- , 16. Disrupting News Media -- , 17. Latinx Audiences as Mosaic -- , 18. Media Activism in the Red Power Movement -- , 19. Black Gamers’ Resistance -- , 20. Cosmopolitan Fan Activism -- , Acknowledgments -- , Notes -- , Bibliography -- , About the Contributors -- , Index , In English.
    Language: English
    Subjects: Ethnology
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    Keywords: Aufsatzsammlung ; Aufsatzsammlung ; Aufsatzsammlung
    URL: Volltext  (URL des Erstveröffentlichers)
    URL: Volltext  (URL des Erstveröffentlichers)
    URL: Volltext  (URL des Erstveröffentlichers)
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  • 5
    UID:
    gbv_1743348967
    Format: 1 Online-Ressource (xxiv, 88 Seiten)
    ISBN: 9781315721378
    Series Statement: Theoretical criminology series
    Content: pt. 1. The games -- pt. 2. The gaming space -- pt. 3. The solutions.
    Additional Edition: ISBN 9780323296496
    Additional Edition: Erscheint auch als Druck-Ausgabe Gray, Kishonna L. Race, gender and deviance in Xbox Live Waltham, MA : Anderson, 2014 ISBN 9780323296496
    Language: English
    Keywords: XBOX ; Social Media ; Spieler ; Randgruppe ; Hochschulschrift
    URL: Volltext  (lizenzpflichtig)
    URL: Volltext  (lizenzpflichtig)
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  • 6
    UID:
    almahu_9947988414502882
    Format: XVI, 271 p. 22 illus., 21 illus. in color. , online resource.
    ISBN: 9783319905396
    Series Statement: Palgrave Games in Context
    Content: 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.
    Note: 1. Introduction: Reframing Hegemonic Conceptions of Women and Feminism in Gaming Culture (Kishonna L. Gray, Emma Vossen, and Gerald Voorhees) -- 2. Women by Women: A Gender Analysis of Sierra Titles by Women Designers (Angela R. Cox) -- 3. The Material Undermining of Magical Feminism in Bioshock Infinite: Burial at Sea (James Malazita) -- 4. “From Sirens to Cyborgs:The media politics of the female voice in games and game cultures (Milena Droumeva) -- 5. The Magnificent Memory Machine: The Nancy Drew Series and Women’s History (Robyn Hope) -- 6. The Sexual Politics of Videogame Graphics (Robert Mejia & Barbara LeSavoy) -- 7. Women’s Experiences on the Path to Game Development (Johanna Weststar & Marie-Josée Legault) -- 8. Rule Makers versus Rule Breakers: The Impact of Legislative Policies on Women Game Developers in the Japanese Game Industry (Tsugumi Okabe) -- 9. Sexism and the WoWGirl: A Study of Perceptions of Women World of Warcraft (Thaiane Oliveira, Reynaldo Gonçalves, Alessandra Maia, Julia Silveira, and Simone Evangelista) -- 10. With Great Power Comes Great Responsibility: Video Game Live Streaming and its Potential Risks and Benefits for Female Gamers (Lena Uszkoreit) -- 11. Doing/Undoing Gender with the Girl Gamer in High Performance Play (Emma Witkowski) -- 12. The Magic Circle and Consent in Gaming Practices (Emma Vossen) -- 13. Shoot the Gun Inside: Doubt and Feminist Epistemology in Video Games (Elyse Janish) -- 14. Women Agents and Double-Agents: Theorizing Feminine Gaze in Video Games (Stephanie C. Jennings) -- 15. Feminism and Gameplay Performance (Emma Westecott).
    In: Springer eBooks
    Additional Edition: Printed edition: ISBN 9783319905389
    Additional Edition: Printed edition: ISBN 9783319905402
    Language: English
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  • 7
    Online Resource
    Online Resource
    Oxfordshire, England ; : Routledge,
    UID:
    almahu_9948622242802882
    Format: 1 online resource (114 pages).
    ISBN: 9781315721378 (e-book)
    Series Statement: Theoretical Criminology Series
    Note: "an anderson book"--Cover.
    Additional Edition: Print version: Gray, Kishonna L. Race, gender, and deviance in Xbox live : theoretical perspectives from the virtual margins. Oxfordshire, England ; New York : Routledge, 2015, c2014 ISBN 9780323296496
    Language: English
    Keywords: Electronic books.
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  • 8
    Online Resource
    Online Resource
    Cham :Palgrave Macmillan,
    UID:
    edocfu_BV045274427
    Format: 1 Online-Ressource (xvi, 271 Seiten) : , Illustrationen.
    ISBN: 978-3-319-90539-6
    Series Statement: Palgrave games in context
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-319-90538-9
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-319-90540-2
    Language: English
    Subjects: General works , Sociology
    RVK:
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    Keywords: Computerspiel ; Frau ; Computerspielindustrie ; Geschlechterforschung ; Aufsatzsammlung
    URL: Volltext  (URL des Erstveröffentlichers)
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  • 9
    Online Resource
    Online Resource
    Cham :Palgrave Macmillan,
    UID:
    edoccha_BV045274427
    Format: 1 Online-Ressource (xvi, 271 Seiten) : , Illustrationen.
    ISBN: 978-3-319-90539-6
    Series Statement: Palgrave games in context
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-319-90538-9
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-319-90540-2
    Language: English
    Subjects: General works , Sociology
    RVK:
    RVK:
    Keywords: Computerspiel ; Frau ; Computerspielindustrie ; Geschlechterforschung ; Aufsatzsammlung
    URL: Volltext  (URL des Erstveröffentlichers)
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  • 10
    Online Resource
    Online Resource
    Seattle, Washington State :University of Washington Press,
    UID:
    almafu_9959229420002883
    Format: 1 online resource (xiii, 306 pages) : , illustrations
    ISBN: 0-295-74419-7
    Content: From #Gamergate to the daily experiences of marginalization among gamers, 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 the latest research and from popular games such as World of warcraft and Tomb raider, Woke gaming examines resistance to spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays identify strategies to detox gaming culture and orient players toward progressive ends, illustrating the power and potential of video games to become catalysts for social justice.
    Note: Introduction: Not a post-racism and post-misogyny promised land : video games as instruments of (in)justice / , Ethics, violence, and oppositional gaming. , The corporeal ethics of gaming : vulnerability, mobility, and social gaming / , Power, violence and the mask : representations of criminal subjectivities in Grand Theft Auto online / , Economics of gaming. , The post-feminist politics of the "Everyone can make games movement" / , Smart play : social stereotypes, identity building, and counter narratives of gold farmers in China / , Feminist gaming. , The sobering reality of sexism in the video games industry / , The perpetual crusade : rise of the Tomb Raider, religious extremism, and the problem of empire / , Nancy Drew and the case of girl games / , The horrors of transcendent knowledge : a feminist-epistemological approach to video games / , Gaming against the grain. , Playing with pride : claiming space through community building in World of Warcraft / , Curate your culture : a call for social justice-oriented game development and community management / , The Legends of Zelda : fan challenges to dominant video game narratives / , Empathetic and inclusive gaming. , Avatars, addressing racism and racialized address / , Activism in video games : a new voice for social change / , DiscrimiNation : a persuasive board game to challenge discriminatory justifications and prejudices /
    Additional Edition: ISBN 0-295-74417-0
    Language: English
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