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Gaming Representation
  • Language: en
  • Pages: 260

Gaming Representation

  • Type: Book
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  • Published: 2017
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  • Publisher: Unknown

Gaming Representation' offers a timely and interdisciplinary call for greater inclusivity in video games. The issue of equality transcends the current focus in the field of Game Studies on code, materiality, and platforms. Journalists and bloggers have begun to hold the digital game industry and culture accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged behind. Contributors to this volume examine portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, 'Gaming Representation' pushes gaming scholarship to new levels of inquiry, theorizing, and imagination.

Blackness Is Burning
  • Language: en
  • Pages: 239

Blackness Is Burning

Blackness Is Burning critiques the way the politics of recognition and representation appear in popular culture as attempts to "humanize" black identity through stories of suffering and triumph or tales of destruction and survival. Blackness Is Burning is one of the first books to examine the ways race and psychological rhetoric collided in the public and popular culture of the civil rights era. In analyzing a range of media forms, including Sidney Poitier's popular films, black mother and daughter family melodramas, Bill Cosby's comedy routine and cartoon Fat Albert, pulpy black pimp narratives, and several aspects of post–civil rights black/American culture, TreaAndrea M. Russworm identi...

From Madea to Media Mogul
  • Language: en
  • Pages: 355

From Madea to Media Mogul

Contributions by Leah Aldridge, Karen M. Bowdre, Aymar Jean Christian, Keith Corson, Rachel Jessica Daniel, Artel Great, Brandeise Monk-Payton, Miriam J. Petty, Eric Pierson, Paul N. Reinsch, TreaAndrea M. Russworm, Rashida Z. Shaw, Samantha N. Sheppard, Ben Raphael Sher, and Khadijah Costley White For over a decade, Tyler Perry has been a lightning rod for both criticism and praise. To some he is most widely known for his drag performances as Madea, a self-proclaimed "mad black woman," not afraid to brandish a gun or a scalding pot of grits. But to others who watch the film industry, he is the businessman who by age thirty-six had sold more than $100 million in tickets, $30 million in video...

Woke Gaming
  • Language: en
  • Pages: 321

Woke Gaming

From #Gamergate to the 2016 election, to the daily experiences of marginalized perspectives, 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 groundbreaking research on counter and oppositional gaming and from popular games such as World of Warcraft and Tomb Raider, Woke Gaming examines resistance to probl...

Watching While Black
  • Language: en
  • Pages: 280

Watching While Black

Television scholarship has substantially ignored programming aimed at Black audiences despite a few sweeping histories and critiques. In this volume, the first of its kind, contributors examine the televisual diversity, complexity, and cultural imperatives manifest in programming directed at a Black and marginalized audience. Watching While Black considers its subject from an entirely new angle in an attempt to understand the lives, motivations, distinctions, kindred lines, and individuality of various Black groups and suggest what television might be like if such diversity permeated beyond specialized enclaves. It looks at the macro structures of ownership, producing, casting, and advertisi...

How to Play Video Games
  • Language: en
  • Pages: 376

How to Play Video Games

  • Type: Book
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  • Published: 2019-03-26
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  • Publisher: NYU Press

Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays...

Race, Gender, and Deviance in Xbox Live
  • Language: en
  • Pages: 114

Race, Gender, and Deviance in Xbox Live

  • Type: Book
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  • Published: 2014-03-27
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  • Publisher: Routledge

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.

Writing About Screen Media
  • Language: en
  • Pages: 359

Writing About Screen Media

  • Type: Book
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  • Published: 2019-07-30
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  • Publisher: Routledge

Writing About Screen Media presents strategies for writing about a broad range of media objects – including film, television, social media, advertising, video games, mobile media, music videos, and digital media – in an equally broad range of formats. The book’s case studies showcase media studies’ geographical and industrial breadth, with essays covering topics as varied as: Brazilian telenovelas, K-pop music videos, Bombay cinema credit sequences, global streaming services, film festivals, archives, and more. With the expertise of over forty esteemed media scholars, the collection combines personal reflections about writing with practical advice. Writing About Screen Media reflects the diversity of screen media criticism and encourages both beginning and established writers to experiment with content and form. Through its unprecedented scope, this volume will engage not only those who may be writing about film and other screen media for the first time but also accomplished writers who are interested in exploring new screen media objects, new approaches to writing about media, and new formats for critical expression.

Ready Player Two
  • Language: en
  • Pages: 245

Ready Player Two

Cultural stereotypes to the contrary, approximately half of all video game players are now women. A subculture once dominated by men, video games have become a form of entertainment composed of gender binaries. Supported by games such as Diner Dash, Mystery Case Files, Wii Fit, and Kim Kardashian: Hollywood—which are all specifically marketed toward women—the gamer industry is now a major part of imagining what femininity should look like. In Ready Player Two, media critic Shira Chess uses the concept of “Player Two”—the industry idealization of the female gamer—to examine the assumptions implicit in video games designed for women and how they have impacted gaming culture and the...

Queer Game Studies
  • Language: en
  • Pages: 336

Queer Game Studies

Video games have developed into a rich, growing field at many top universities, but they have rarely been considered from a queer perspective. Immersion in new worlds, video games seem to offer the perfect opportunity to explore the alterity that queer culture longs for, but often sexism and discrimination in gamer culture steal the spotlight. Queer Game Studies provides a welcome corrective, revealing the capacious albeit underappreciated communities that are making, playing, and studying queer games. These in-depth, diverse, and accessible essays use queerness to challenge the ideas that have dominated gaming discussions. Demonstrating the centrality of LGBTQ issues to the gamer world, the...