Gaming at the Edge book. Video games have long been seen as the exclusive territory of young, heterosexual white males. Adrienne Shaw astutely argues that our approach to understanding representation in games has been far too simplistic and, through her careful fieldwork, offers a rich framework for future studies. A major new analysis of the representation of marginalized groups in video games Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently, revealing how representation comes to matter to participants and considering the high stakes in politics of representation debates. They are “just games” they say, or alternatively someday “we” will be seen as a market and the representation will improve. Shop from millions of books directly from Atlantic. The implications of how we see and exhibit race and ethnicity online Considers the construction of race, gender, and sexuality in virtual reality From P2P protocols to al-Qaeda, a new approach to network culture Understanding the military logics that created and continue to inform computer games A fresh look at computer games as a mature mass medium with unlimited potential for cultural transformation Analyzes video games and their links with capitalism, militarism, and social control A groundbreaking examination of the rise of video games. She finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture. First, often players from marginal groups I have interviewed have told me that the identity of their avatar is not important to them. Introduction. A new model is needed, however, to address emerging media technologies and the corollary shifts in how audience reception practices as well as how audiences are conceptualized by a variety of media industries. To help make sense of these phenomena, in this book I separate out the often-conflated relationship between identity, identification, and media representation. In concluding, the book demonstrates that contemporary studies of the politics of representation, particularly in relation to emergent media, must begin with audience studies, and that micro-level reception practices can inform macro-level politics.For updates and links to articles related to representation in games, like If you like how well the book is written and indexed, you should consider hiring the developmental editor and indexer I worked with: Here are some links to reviews, interviews, and other coverage of Gaming at the Edge:The Heroine’s Journey, with LC Brown and Tanya DePass, How do they separate identification and interactivity Read 4 reviews from the world's largest community for readers. In Gaming at the Edge , Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Straight-forward, thoroughly argued and well-illustrated. This is an excellent, well-researched, and well-argued text that would be welcomed by any researcher or designer interested in more fully understanding the complexities of how identity relates to the world of games and play. Clichés versus Women: Moving beyond Sexy Sidekicks and Damsels in DistressAdrienne Shaw's book "delivers a strong argument against the view that identification is a central motivation to play a game." She asks: How do players identify with characters? I engage with audiences’ reflections on their identities, how they interact with game characters and texts, and their thoughts about media representation via in-depth interviews and ethnographic observations.By unpacking how representation comes to matter to audiences, this book offers a new understanding of the stakes in politics of representation debates in the contemporary mediascape. In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. Shaw is extremely skilled at conveying complex and important concepts in an understandable and engrossing way. International Communication Association—Popular Communication Division’s Outstanding Book Adrienne Shaw is assistant professor of media studies and production at Temple University. Gaming at the Edge won Warp Zoned’s 2015 Video Game Librarian Award Book Reviews Adrienne Massanari, American Journal of Play, Review of Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture Adrienne Shaw, 2014 University of Minnesota Press, Minneapolis 317pp (pbk), ISBN 978-0 … , in a sound byte, I eventually boiled it down to the following: 1) players don’t care that much about representation in games, and 2) that’s a good argument for more diversity in games. An unprecedented look at the lifespan of an online game that went against the grain The first sustained analysis of the hugely successful and complex MMOG, EVE Online How and why video gaming culture became the domain of young men and boys A landmark anthology opens video game studies to queer culture

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