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  • Race, Gender, and Deviance in Xbox Live: Theoretical Perspectives from the Virtual Margins—10th Anniversary Edition

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

    Theoretical Perspectives from the Virtual Margins—10th Anniversary Edition

      • GET 20% OFF

      • The discount is only available for 'Alert of Favourite Topics' newsletter recipients.
      • Publisher's listprice GBP 145.00
      • 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.

        69 273 Ft (65 975 Ft + 5% VAT)
      • Discount 20% (cc. 13 855 Ft off)
      • Discounted price 55 419 Ft (52 780 Ft + 5% VAT)

    69 273 Ft

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    Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
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    Short description:

    By focusing on the experiences of users, gamers, and audiences inside one of the world’s largest gaming communities (Xbox Live), this book provides an overview of the landscape, architecture, and socio-technical structure of console gaming. 

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    Long description:

    By focusing on the experiences of users, gamers, and audiences inside one of the world’s largest gaming communities (Xbox Live), this book provides an overview of the landscape, architecture, and socio-technical structure of console gaming. Building on previous research regarding race, gender, and technology, it provides a much-needed intersectional approach to virtual gaming communities. It draws from a wide breadth of disciplines and interviews with minoritized and marginalized users to offer an overview of the virtual oppressions these individuals navigate and resist.


    In this 10th Anniversary Edition, author Kishonna L. Gray introduces the audience to a perspective on console gaming environments called “Multi-mediated Interactive Console Environments.” This new chapter provides a necessary understanding of these dynamic digital communities, adding console games, which have been heretofore left out of conversations on gaming, to platform studies, and addressing troubling examples on race, gender, and other identities. While the majority of scholarship on gaming comes from disciplines related to media studies and communication, it is imperative that other scholars engage the narrative and help move the focus on gaming beyond acts of violence or as a space that propels the military–industrial complex.


    By bringing together cultural studies, criminology, media studies, game studies, and others, this text offers interdisciplinary approaches to making sense of not only the technology and its impact on users and cultures but also the impact that (sub) cultures have had on gaming. It is essential reading for scholars and practitioners seeking solutions to some of gaming’s biggest challenges such as how to reduce harm in online gaming.

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    Table of Contents:

    Foreword for the 10th anniversary edition


    Danielle Udogaranya


    Foreword: Dismantling the Master’s (Virtual) House: One Avatar at a Time


    David J. Leonard


    Introduction


    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?


    Afterword: Tanya DePass



    Bibliography


    Video Gameography From the First Edition


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