Vanessa Hemovich
- Published in print:
- 2018
- Published Online:
- September 2019
- ISBN:
- 9781496818805
- eISBN:
- 9781496818843
- Item type:
- chapter
- Publisher:
- University Press of Mississippi
- DOI:
- 10.14325/mississippi/9781496818805.003.0009
- Subject:
- Literature, Comics Studies
The rise of global communication and the pervasive nature of mass media entertainment has led to stark increases in the popularization of video games. With increases in popularity, socio-cultural ...
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The rise of global communication and the pervasive nature of mass media entertainment has led to stark increases in the popularization of video games. With increases in popularity, socio-cultural representations of video gamers are also changing, particularly as more women take up game controllers and consoles to play. This rise in diversification of player demographics has, in part, spearheaded an upheaval of vocal reactions across the gaming community concerning the resounding lack of positive portrayals of female game characters and persistent criticisms of profound misogyny in the video games industry. This chapter interrogates the changes in characters and fandom amid the controversy of #gamergate.Less
The rise of global communication and the pervasive nature of mass media entertainment has led to stark increases in the popularization of video games. With increases in popularity, socio-cultural representations of video gamers are also changing, particularly as more women take up game controllers and consoles to play. This rise in diversification of player demographics has, in part, spearheaded an upheaval of vocal reactions across the gaming community concerning the resounding lack of positive portrayals of female game characters and persistent criticisms of profound misogyny in the video games industry. This chapter interrogates the changes in characters and fandom amid the controversy of #gamergate.
Adrienne Shaw
- Published in print:
- 2015
- Published Online:
- August 2015
- ISBN:
- 9780816693153
- eISBN:
- 9781452949666
- Item type:
- chapter
- Publisher:
- University of Minnesota Press
- DOI:
- 10.5749/minnesota/9780816693153.003.0002
- Subject:
- Society and Culture, Media Studies
This chapter argues that much of the research on media representation has focused on static notions of identity and that game studies often focuses on gamers, rather than game play more generally. ...
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This chapter argues that much of the research on media representation has focused on static notions of identity and that game studies often focuses on gamers, rather than game play more generally. One of my key arguments in this book is that the discourse about representation (from industry and academic points of view) is what needs to be transformed, not just the representation of particular groups in game texts.Less
This chapter argues that much of the research on media representation has focused on static notions of identity and that game studies often focuses on gamers, rather than game play more generally. One of my key arguments in this book is that the discourse about representation (from industry and academic points of view) is what needs to be transformed, not just the representation of particular groups in game texts.
William Gibbons
- Published in print:
- 2018
- Published Online:
- May 2018
- ISBN:
- 9780190265250
- eISBN:
- 9780190265304
- Item type:
- chapter
- Publisher:
- Oxford University Press
- DOI:
- 10.1093/oso/9780190265250.003.0012
- Subject:
- Music, Popular, History, Western
This final chapter considers the ways in which video game music has rapidly entered the concert repertoire, and what that change might mean for how listeners, critics, and musicians understand ...
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This final chapter considers the ways in which video game music has rapidly entered the concert repertoire, and what that change might mean for how listeners, critics, and musicians understand classical music. In the wake of successful long-running concert tours such as Video Games Live (which pairs local orchestras with a traveling multimedia show) and Final Symphony, many financially strapped orchestras have embraced game music as a way of reaching out to millennial audiences, much to the chagrin of some traditionally minded audience members. Moreover, some groups have begun to advocate for reclassifying game music as classical, thus breaking down persistent barriers between high and low arts.Less
This final chapter considers the ways in which video game music has rapidly entered the concert repertoire, and what that change might mean for how listeners, critics, and musicians understand classical music. In the wake of successful long-running concert tours such as Video Games Live (which pairs local orchestras with a traveling multimedia show) and Final Symphony, many financially strapped orchestras have embraced game music as a way of reaching out to millennial audiences, much to the chagrin of some traditionally minded audience members. Moreover, some groups have begun to advocate for reclassifying game music as classical, thus breaking down persistent barriers between high and low arts.
Adrienne Shaw
- Published in print:
- 2015
- Published Online:
- August 2015
- ISBN:
- 9780816693153
- eISBN:
- 9781452949666
- Item type:
- chapter
- Publisher:
- University of Minnesota Press
- DOI:
- 10.5749/minnesota/9780816693153.003.0004
- Subject:
- Society and Culture, Media Studies
Studies of identification in video games often conflate interactivity with identification. In this chapter I argue that in addition to the ludic, narrative, embodied, and social aspects of video ...
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Studies of identification in video games often conflate interactivity with identification. In this chapter I argue that in addition to the ludic, narrative, embodied, and social aspects of video games, researchers must also consider that different types of relationships between players and characters/avatars are made available in different types of game texts.Less
Studies of identification in video games often conflate interactivity with identification. In this chapter I argue that in addition to the ludic, narrative, embodied, and social aspects of video games, researchers must also consider that different types of relationships between players and characters/avatars are made available in different types of game texts.
Adrienne Shaw
- Published in print:
- 2015
- Published Online:
- August 2015
- ISBN:
- 9780816693153
- eISBN:
- 9781452949666
- Item type:
- chapter
- Publisher:
- University of Minnesota Press
- DOI:
- 10.5749/minnesota/9780816693153.003.0001
- Subject:
- Society and Culture, Media Studies
By unpacking how representation comes to matter to audiences in the 21st century U.S. media environment, this book articulates a new understanding of the stakes in representation debates.
By unpacking how representation comes to matter to audiences in the 21st century U.S. media environment, this book articulates a new understanding of the stakes in representation debates.
Adrienne Shaw
- Published in print:
- 2015
- Published Online:
- August 2015
- ISBN:
- 9780816693153
- eISBN:
- 9781452949666
- Item type:
- chapter
- Publisher:
- University of Minnesota Press
- DOI:
- 10.5749/minnesota/9780816693153.003.0006
- Subject:
- Society and Culture, Media Studies
In this conclusion, I examine several recent attempts by the video game industry to revisit its past work on representation and generate new, more equitable models. I show how this industry project ...
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In this conclusion, I examine several recent attempts by the video game industry to revisit its past work on representation and generate new, more equitable models. I show how this industry project still has a very long way to go and needs much more integration of academic and activist critiques to be effective. Further, it requires more nuanced attention to the ways pleasure and play shape audiences’ relationships to games, which can ultimately provide a key insight into how video games and media more broadly offer models for what is and might be socially and politically possible.Less
In this conclusion, I examine several recent attempts by the video game industry to revisit its past work on representation and generate new, more equitable models. I show how this industry project still has a very long way to go and needs much more integration of academic and activist critiques to be effective. Further, it requires more nuanced attention to the ways pleasure and play shape audiences’ relationships to games, which can ultimately provide a key insight into how video games and media more broadly offer models for what is and might be socially and politically possible.
Adrienne Shaw
- Published in print:
- 2015
- Published Online:
- August 2015
- ISBN:
- 9780816693153
- eISBN:
- 9781452949666
- Item type:
- book
- Publisher:
- University of Minnesota Press
- DOI:
- 10.5749/minnesota/9780816693153.001.0001
- Subject:
- Society and Culture, Media Studies
New and heated debates abound over how women, people of color, LGBT people, and other marginalized groups are represented in video games. Debate stakeholders almost always assume the homogeneity of ...
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New and heated debates abound over how women, people of color, LGBT people, and other marginalized groups are represented in video games. Debate stakeholders almost always assume the homogeneity of the video games industry and its audience. Most research on the current debates starts from the assumption that representation matters. In contrast, Playing at the Edge directly interrogates how and why the representation of marginalized groups matters in games. By starting with members of marginalized groups who play games (particularly LGBT players), this book offers an audience-centered analysis of the politics of representation. Playing at the Edge builds upon feminist, queer, and postcolonial theories of identity and draws upon ethnographic audience research methods in order to make sense of how representation comes to matter. It argues that video game players experience race, gender, and sexuality together, and as such they must be analyzed together by scholars and addressed together by game producers. By unpacking how representation comes to matter to audiences, Playing at the Edge offers a new understanding of the stakes in politics of representation debates. It offers a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis. It asks: what new things can we learn about media consumption when we start at the edges?Less
New and heated debates abound over how women, people of color, LGBT people, and other marginalized groups are represented in video games. Debate stakeholders almost always assume the homogeneity of the video games industry and its audience. Most research on the current debates starts from the assumption that representation matters. In contrast, Playing at the Edge directly interrogates how and why the representation of marginalized groups matters in games. By starting with members of marginalized groups who play games (particularly LGBT players), this book offers an audience-centered analysis of the politics of representation. Playing at the Edge builds upon feminist, queer, and postcolonial theories of identity and draws upon ethnographic audience research methods in order to make sense of how representation comes to matter. It argues that video game players experience race, gender, and sexuality together, and as such they must be analyzed together by scholars and addressed together by game producers. By unpacking how representation comes to matter to audiences, Playing at the Edge offers a new understanding of the stakes in politics of representation debates. It offers a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis. It asks: what new things can we learn about media consumption when we start at the edges?
Adrienne Shaw
- Published in print:
- 2015
- Published Online:
- August 2015
- ISBN:
- 9780816693153
- eISBN:
- 9781452949666
- Item type:
- chapter
- Publisher:
- University of Minnesota Press
- DOI:
- 10.5749/minnesota/9780816693153.003.0003
- Subject:
- Society and Culture, Media Studies
Here I demonstrate that although people may identify with characters because they identify as members of a specific group, that is not the only way they form connections with texts. I reject the ...
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Here I demonstrate that although people may identify with characters because they identify as members of a specific group, that is not the only way they form connections with texts. I reject the common assumption that players want and need to identify with on-screen characters, showing how this approach trivializes the ways people identify with media characters.Less
Here I demonstrate that although people may identify with characters because they identify as members of a specific group, that is not the only way they form connections with texts. I reject the common assumption that players want and need to identify with on-screen characters, showing how this approach trivializes the ways people identify with media characters.
Adrienne Shaw
- Published in print:
- 2015
- Published Online:
- August 2015
- ISBN:
- 9780816693153
- eISBN:
- 9781452949666
- Item type:
- chapter
- Publisher:
- University of Minnesota Press
- DOI:
- 10.5749/minnesota/9780816693153.003.0005
- Subject:
- Society and Culture, Media Studies
By contrasting diversity with pluralism (the industry’s currently favored form of representation), this chapter shows how the current market logic governing the games industry reproduces social ...
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By contrasting diversity with pluralism (the industry’s currently favored form of representation), this chapter shows how the current market logic governing the games industry reproduces social violences. I argue that video games and other media need to offer a diverse view of the world, not simply a pluralistic and targeted version of representation.Less
By contrasting diversity with pluralism (the industry’s currently favored form of representation), this chapter shows how the current market logic governing the games industry reproduces social violences. I argue that video games and other media need to offer a diverse view of the world, not simply a pluralistic and targeted version of representation.