000 | 03293nam a22004333i 4500 | ||
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001 | EBC1798327 | ||
003 | MiAaPQ | ||
005 | 20240729123100.0 | ||
006 | m o d | | ||
007 | cr cnu|||||||| | ||
008 | 240724s2014 xx o ||||0 eng d | ||
020 |
_a9781317521808 _q(electronic bk.) |
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020 | _z9780323296496 | ||
035 | _a(MiAaPQ)EBC1798327 | ||
035 | _a(Au-PeEL)EBL1798327 | ||
035 | _a(CaPaEBR)ebr10944773 | ||
035 | _a(OCoLC)892240112 | ||
040 |
_aMiAaPQ _beng _erda _epn _cMiAaPQ _dMiAaPQ |
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050 | 4 | _aGV1469.34.V56 G73 2 | |
082 | 0 | _a306.4870285 | |
100 | 1 | _aGray, Kishonna L. | |
245 | 1 | 0 |
_aRace, Gender, and Deviance in Xbox Live : _bTheoretical Perspectives from the Virtual Margins. |
250 | _a1st ed. | ||
264 | 1 |
_aOxford : _bTaylor & Francis Group, _c2014. |
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264 | 4 | _c©2014. | |
300 | _a1 online resource (114 pages) | ||
336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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505 | 0 | _aCover -- 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. | |
520 | _aRace, 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. | ||
588 | _aDescription based on publisher supplied metadata and other sources. | ||
590 | _aElectronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries. | ||
650 | 0 | _aVideo games -- Moral and ethical aspects. | |
655 | 4 | _aElectronic books. | |
776 | 0 | 8 |
_iPrint version: _aGray, Kishonna L. _tRace, Gender, and Deviance in Xbox Live _dOxford : Taylor & Francis Group,c2014 _z9780323296496 |
797 | 2 | _aProQuest (Firm) | |
856 | 4 | 0 |
_uhttps://ebookcentral.proquest.com/lib/orpp/detail.action?docID=1798327 _zClick to View |
999 |
_c41264 _d41264 |