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Race, Gender, and Deviance in Xbox Live : Theoretical Perspectives from the Virtual Margins.

By: Material type: TextTextPublisher: Oxford : Taylor & Francis Group, 2014Copyright date: ©2014Edition: 1st edDescription: 1 online resource (114 pages)Content type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9781317521808
Subject(s): Genre/Form: Additional physical formats: Print version:: Race, Gender, and Deviance in Xbox LiveDDC classification:
  • 306.4870285
LOC classification:
  • GV1469.34.V56 G73 2
Online resources:
Contents:
Cover -- Half Title -- Title -- Copyright -- CONTENTS -- Acknowledgments -- Author Biography -- Foreword -- Introduction -- PART I THE GAMES -- Chapter 1 Video Games as Ideological Projects -- 1.1 Race and Gender as Ideology -- 1.2 Video Game Narrative -- 1.3 Conclusion -- Chapter 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 -- PART II THE GAMING SPACE -- Chapter 3 Deviant Acts: Racism and Sexism in Virtual Gaming Communities -- 3.1 Deviant Behavior in Virtual Communities -- 3.2 Online Disinhibition -- 3.3 Linguistic Profiling: The Origin of Deviance in Xbox Live -- 3.4 The Process Leading to Racism -- Chapter 4 Deviant Bodies: Racism, Sexism, and Intersecting Oppressions -- 4.1 Deviant Bodies, Racism, and Xbox Live -- 4.2 Punishing Blackness in Popular Media -- 4.3 Intersecting Identities and Intersecting Oppressions -- PART III THE SOLUTIONS -- Chapter 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 -- 5.3 Conclusion -- Chapter 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 Gameography.
Summary: 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.
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Cover -- Half Title -- Title -- Copyright -- CONTENTS -- Acknowledgments -- Author Biography -- Foreword -- Introduction -- PART I THE GAMES -- Chapter 1 Video Games as Ideological Projects -- 1.1 Race and Gender as Ideology -- 1.2 Video Game Narrative -- 1.3 Conclusion -- Chapter 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 -- PART II THE GAMING SPACE -- Chapter 3 Deviant Acts: Racism and Sexism in Virtual Gaming Communities -- 3.1 Deviant Behavior in Virtual Communities -- 3.2 Online Disinhibition -- 3.3 Linguistic Profiling: The Origin of Deviance in Xbox Live -- 3.4 The Process Leading to Racism -- Chapter 4 Deviant Bodies: Racism, Sexism, and Intersecting Oppressions -- 4.1 Deviant Bodies, Racism, and Xbox Live -- 4.2 Punishing Blackness in Popular Media -- 4.3 Intersecting Identities and Intersecting Oppressions -- PART III THE SOLUTIONS -- Chapter 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 -- 5.3 Conclusion -- Chapter 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 Gameography.

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.

Description based on publisher supplied metadata and other sources.

Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.

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