The Resource Gaming at the edge : sexuality and gender at the margins of gamer culture, Adrienne Shaw, (electronic book)
Gaming at the edge : sexuality and gender at the margins of gamer culture, Adrienne Shaw, (electronic book)
Resource Information
The item Gaming at the edge : sexuality and gender at the margins of gamer culture, Adrienne Shaw, (electronic book) represents a specific, individual, material embodiment of a distinct intellectual or artistic creation found in University of Liverpool.This item is available to borrow from 1 library branch.
Resource Information
The item Gaming at the edge : sexuality and gender at the margins of gamer culture, Adrienne Shaw, (electronic book) represents a specific, individual, material embodiment of a distinct intellectual or artistic creation found in University of Liverpool.
This item is available to borrow from 1 library branch.
- Summary
- " Video games have long been seen as the exclusive territory of young, heterosexual white males. 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. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter. In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates. Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw 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. "--
- Language
- eng
- Extent
- 1 online resource (329 pages)
- Isbn
- 9781452943459
- Label
- Gaming at the edge : sexuality and gender at the margins of gamer culture
- Title
- Gaming at the edge
- Title remainder
- sexuality and gender at the margins of gamer culture
- Statement of responsibility
- Adrienne Shaw
- Language
- eng
- Summary
- " Video games have long been seen as the exclusive territory of young, heterosexual white males. 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. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter. In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates. Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw 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. "--
- Cataloging source
- DEBBG
- http://library.link/vocab/creatorDate
- 1983-
- http://library.link/vocab/creatorName
- Shaw, Adrienne
- Illustrations
- illustrations
- Index
- no index present
- Literary form
- non fiction
- http://library.link/vocab/subjectName
-
- Video games
- Electronic games
- Gender identity
- Sex role
- Sex
- Label
- Gaming at the edge : sexuality and gender at the margins of gamer culture, Adrienne Shaw, (electronic book)
- Bibliography note
- Includes bibliographical references and index
- Carrier category
- online resource
- Carrier MARC source
- rdacarrier
- Color
- multicolored
- Content category
- text
- Content type MARC source
- rdacontent
- Control code
- ebr11003364
- Dimensions
- unknown
- Extent
- 1 online resource (329 pages)
- Form of item
- online
- Isbn
- 9781452943459
- Media category
- computer
- Media MARC source
- rdamedia
- Note
- Electronic reproduction. Palo Alto, Calif. : ebrary, 2015. Available via World Wide Web. Access may be limited to ebrary affiliated libraries.
- Original version note
- Original electronic resource
- Reproduction note
- Electronic resource.
- Specific material designation
- remote
- Label
- Gaming at the edge : sexuality and gender at the margins of gamer culture, Adrienne Shaw, (electronic book)
- Bibliography note
- Includes bibliographical references and index
- Carrier category
- online resource
- Carrier MARC source
- rdacarrier
- Color
- multicolored
- Content category
- text
- Content type MARC source
- rdacontent
- Control code
- ebr11003364
- Dimensions
- unknown
- Extent
- 1 online resource (329 pages)
- Form of item
- online
- Isbn
- 9781452943459
- Media category
- computer
- Media MARC source
- rdamedia
- Note
- Electronic reproduction. Palo Alto, Calif. : ebrary, 2015. Available via World Wide Web. Access may be limited to ebrary affiliated libraries.
- Original version note
- Original electronic resource
- Reproduction note
- Electronic resource.
- Specific material designation
- remote
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<div class="citation" vocab="http://schema.org/"><i class="fa fa-external-link-square fa-fw"></i> Data from <span resource="http://link.liverpool.ac.uk/portal/Gaming-at-the-edge--sexuality-and-gender-at-the/-JTaUQqfG2Q/" typeof="Book http://bibfra.me/vocab/lite/Item"><span property="name http://bibfra.me/vocab/lite/label"><a href="http://link.liverpool.ac.uk/portal/Gaming-at-the-edge--sexuality-and-gender-at-the/-JTaUQqfG2Q/">Gaming at the edge : sexuality and gender at the margins of gamer culture, Adrienne Shaw, (electronic book)</a></span> - <span property="potentialAction" typeOf="OrganizeAction"><span property="agent" typeof="LibrarySystem http://library.link/vocab/LibrarySystem" resource="http://link.liverpool.ac.uk/"><span property="name http://bibfra.me/vocab/lite/label"><a property="url" href="http://link.liverpool.ac.uk/">University of Liverpool</a></span></span></span></span></div>