Research Catalog

Race, gender, and deviance in Xbox live : theoretical perspectives from the virtual margins / Kishonna L. Gray.

Title
Race, gender, and deviance in Xbox live : theoretical perspectives from the virtual margins / Kishonna L. Gray.
Author
Gray, Kishonna L.
Publication
  • Waltham, MA : Anderson Publishing, [2014]
  • ©2014

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StatusFormatAccessCall NumberItem Location
TextRequest in advance GV1469.34.V56 G73 2014Off-site

Details

Description
xxiv, 88 pages; 23 cm.
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. 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."--Amazon.com.
Series Statement
Theoretical criminology series
Uniform Title
Theoretical criminology series
Subject
  • Violence in video games
  • Video games > Moral and ethical aspects
  • Xbox video games > Social aspects
  • Racism in popular culture
  • Sexism
  • Deviant behavior
  • Video gamers > Social networks
  • Online social networks
Bibliography (note)
  • Includes bibliographical references.
Processing Action (note)
  • committed to retain
Contents
Part I: The games -- Video games as ideological projects -- Racing and gendering the game -- Part II: The gaming space -- Deviant acts: racism and sexism in virtual gaming communities -- Deviant bodies: racism, sexism, and intersecting oppressions -- Part III: The solutions -- Deviant bodies resisting deviant acts -- Virtual tools in the virtual house?
ISBN
  • 9780323296496
  • 0323296491
OCLC
  • 869777187
  • SCSB-11195305
Owning Institutions
Harvard Library