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001 EBC1798327
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006 m o d |
007 cr cnu||||||||
008 240724s2014 xx o ||||0 eng d
020 _a9781317521808
_q(electronic bk.)
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
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.
264 4 _c©2014.
300 _a1 online resource (114 pages)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
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