Woke Gaming
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Edited by:
Kishonna L. Gray
and David J. Leonard
About this book
From #Gamergate to the 2016 election, to the daily experiences of marginalized perspectives, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole.
Drawing from groundbreaking research on counter and oppositional gaming and from popular games such as World of Warcraft and Tomb Raider, Woke Gaming examines resistance to problematic spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays seek to identify strategies to detox gaming culture and orient players and gamers toward progressive ends. From Anna Anthropy’s Keep Me Occupied to Momo Pixel’s Hair Nah, video games can reveal the power and potential for marginalized communities to resist, and otherwise challenge dehumanizing representations inside and outside of game spaces.
In a moment of #MeToo, #BlackLivesMatter, and efforts to transform current political realities, Woke Gaming illustrates the power and potential of video games to foster change and become a catalyst for social justice.
Author / Editor information
Reviews
"Gray and Leonard have assembled a courageous chorus of voices that challenge an industry emblematic of some of the most insidiously oppressive structures in American society... A must-read for scholars and students in fandom studies, popular culture and media studies, critical and cultural studies, communication, and sociology... Highly recommended."
---"This eye-opening collection of essays serves to remind readers of the power and potential of games as a catalyst for change... Woke Gaming seeks to push readers to recognise persistent inequalities, as well as those who struggle for change within both our virtual worlds and in our everyday communities."
Topics
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Frontmatter
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CONTENTS
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ACKNOWLEDGMENTS
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INTRODUCTION Not a Post-Racism and Post-Misogyny Promised Land: Video Games as Instruments of (In)Justice
1 - Part 1 Ethics, Violence, and Oppositional Gaming
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CHAPTER 1 THE CORPOREAL ETHICS OF GAMING Vulnerability, Mobility, and Social Gaming
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CHAPTER 2 POWER, VIOLENCE, AND THE MASK Representations of Criminal Subjectivities in Grand Theft Auto Online
45 - Part 2 Economics of Gaming
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CHAPTER 3 THE POST-FEMINIST POLITICS OF THE “EVERYONE CAN MAKE GAMES MOVEMENT”
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CHAPTER 4 SMART PLAY Social Stereotypes, Identity Building, and Counter Narratives of Gold Farmers in China
82 - Part 3 Feminist Gaming
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CHAPTER 5 THE SOBERING REALITY OF SEXISM IN THE VIDEO GAME INDUSTRY
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CHAPTER 6 THE PERPETUAL CRUSADE Rise of the Tomb Raider, Religious Extremism, and the Problem of Empire
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CHAPTER 7 NANCY DREW AND THE CASE OF GIRL GAMES
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CHAPTER 8 THE HORRORS OF TRANSCENDENT KNOWLEDGE A Feminist-Epistemological Approach to Video Games
155 - Part 4 Gaming Against the Grain
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CHAPTER 9 PLAYING WITH PRIDE Claiming Space Through Community Building in World of Warcraft
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CHAPTER 10 CURATE YOUR CULTURE A Call for Social Justice-Oriented Game Development and Community Management
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CHAPTER 11 THE LEGENDS OF ZELDA Fan Challenges to Dominant Video Game Narratives
213 - Part 5 Empathetic and Inclusive Gaming
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CHAPTER 12 AVATARS Addressing Racism and Racialized Address
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CHAPTER 13 ACTIVISM IN VIDEO GAMES A New Voice for Social Change
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CHAPTER 14 DiscrimiNation A Persuasive Board Game to Challenge Discriminatory Justifications and Prejudices
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CONTRIBUTORS
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INDEX
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