Research Catalog

Woke gaming : digital challenges to oppression and social injustice

Title
Woke gaming : digital challenges to oppression and social injustice / edited by Kishonna L. Gray and David J. Leonard.
Publication
Seattle : University of Washington Press, [2018]

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StatusFormatAccessCall NumberItem Location
TextUse in library GV1469.34.S52 W65 2018Off-site

Details

Additional Authors
  • Gray, Kishonna L.
  • Leonard, David J. (David Jason), 1973-
Description
xiii, 306 pages : illustrations; 24 cm
Summary
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.
Subject
  • Video games > Social aspects
  • Video games > Moral and ethical aspects
  • Violence in video games
  • Sex in video games
  • Sex in video games
  • Video games > Moral and ethical aspects
  • Video games > Social aspects
  • Violence in video games
Genre/Form
Video games.
Bibliography (note)
  • Includes bibliographical references and index.
Contents
Introduction : not a post-racism and post-misogyny promised land : video games as instruments of (in)justice / Kishonna L. Gray and David J. Leonard -- The corporeal ethics of gaming : vulnerability, precarity, bodies and screens / Rob Cover -- Power, violence and the mask : representations of criminal subjectivities in Grand Theft Auto online / Tim Rowlands, Sher Ratnabalasuriar, Melissa Hobart, Kyle Noel, Shaun-Patrick Allen, Briana Reed, and Anthony Gonzales -- "Everyone can make games" and the post-feminist myth of gender equality in gaming culture / Stephanie Orme -- Play smart: social stereotypes, identity building, and counter narratives of gold farmers in China / Zixue Tai and Fengbin Hu -- The sobering reality of sexism in the video games industry / Stanislav Vysotsky and Jennifer Allaway -- The perpetual crusade : rise of the Tomb Raider (2015), religious extremism, and the problem of empire / Kristin Bezio -- Nancy Drew and the case of the girl gamers / Andrea Braithwaite -- The horrors of transcendent knowledge : a feminist-epistemological approach to video games / Stephanie Jennings -- Playing with pride: claiming space through community building in World of Warcraft / Karen Skardzius -- Managing online game communities : lesson from past attempts, players' experiences and workplace strategies / Amanda Cote -- The Legends of Zelda : fan challenges to dominant video game narratives / Kathryn Hemmann -- Avatars, addressing racism and racialized address / Robbie Fordyce, Tim Neale, and Tom Apperley -- Activism, awareness, and sympathy in video games / Taylor Barkley and Kira Fogleson -- DiscrimiNation : a persuasive board game to challenge discriminatory justifications and prejudices / Maresa Bertolo, Ilaria Mariani, and Eleonora A. Conti.
ISBN
  • 9780295744186
  • 0295744189
  • 9780295744179
  • 0295744170
  • 9780295744193 (canceled/invalid)
LCCN
2018010422
OCLC
  • on1030445989
  • 1030445989
  • SCSB-9197765
Owning Institutions
Princeton University Library