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

    Race, Gender, and Deviance in Xbox Live by Gray, Kishonna L.;

    Theoretical Perspectives from the Virtual Margins

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      • Publisher's listprice GBP 35.99
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        17 194 Ft (16 375 Ft + 5% VAT)
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    17 194 Ft

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    Out of print

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    Product details:

    • Edition number 1
    • Publisher Routledge
    • Date of Publication 27 March 2014

    • ISBN 9780323296496
    • Binding Paperback
    • No. of pages114 pages
    • Size 246x174 mm
    • Weight 158 g
    • Language English
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    Short description:

    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.

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    Long description:

    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.

    Drawing from a range of sociological theories of race, gender, and collective behavior, this book provides an intersectional analysis of virtual communities?specifically Xbox Live (an online video gaming platform). Using game narrative and ethnographic data, Gray illuminates how video games serve as ideological projects that reproduce the unequal representation and treatment of people of color and women within the gaming community. Accessibly written and supported by rich qualitative data, this book could be invaluable in sociology and game design courses alike.


    --Bertan Buyukozturk, Department of Sociology, Florida State University

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    Table of Contents:

    Part I: The Games


    Chapter 1: Video Games as Ideological Projects


    Chapter 2: Racing and Gendering the Game


    Part II: The Gaming Space


    Chapter 3: Deviant Acts: Racism and Sexism in Virtual Gaming Communities


    Chapter 4: Deviant Bodies: Racism, Sexism, and Intersecting Oppressions


    Part III: The Solutions


    Chapter 5: Deviant Bodies Resisting Deviant Acts


    Chapter 6: Virtual Tools in the Virtual House?

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