Race, Gender, and Deviance in Xbox Live : Theoretical Perspectives from the Virtual Margins.

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 result...

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Bibliographic Details
Main Author: Gray, Kishonna
Format: eBook
Language:English
Published: Hoboken : Taylor and Francis, 2014.
Subjects:
Online Access:Click for online access

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245 1 0 |a Race, Gender, and Deviance in Xbox Live :  |b Theoretical Perspectives from the Virtual Margins. 
260 |a Hoboken :  |b Taylor and Francis,  |c 2014. 
300 |a 1 online resource (114 pages) 
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588 0 |a Print version record. 
505 0 |a Cover; 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. 
505 8 |a 3.1 Deviant Behavior in Virtual Communities3.2 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. 
505 8 |a 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 |a 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 e. 
650 0 |a Violence in video games. 
650 0 |a Video games  |x Moral and ethical aspects. 
650 0 |a Xbox video games  |x Social aspects. 
650 0 |a Racism in popular culture. 
650 7 |a Racism in popular culture  |2 fast 
650 7 |a Video games  |x Moral and ethical aspects  |2 fast 
650 7 |a Violence in video games  |2 fast 
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776 0 8 |i Print version:  |a Gray, Kishonna.  |t Race, Gender, and Deviance in Xbox Live : Theoretical Perspectives from the Virtual Margins.  |d Hoboken : Taylor and Francis, ©2014  |z 9780323296496 
856 4 0 |u https://ebookcentral.proquest.com/lib/holycrosscollege-ebooks/detail.action?docID=1798327  |y Click for online access 
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