
Race, Gender, and Deviance in Xbox Live
Theoretical Perspectives from the Virtual Margins
Kishonna L. Gray(Author)
Anderson Publishing
1st Edition
Published on 27. March 2014
Book
Paperback/Softback
114 pages
978-0-323-29649-6 (ISBN)
Article exhausted; check for reprint
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.
Reviews / Votes
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
More details
Language
English
Place of publication
Cincinnati
United States
Publishing group
Taylor & Francis Inc
Target group
Professional and scholarly
Product notice
Paperback (trade)
Unsewn / adhesive bound
Dimensions
Height: 229 mm
Width: 152 mm
Thickness: 7 mm
Weight
181 gr
ISBN-13
978-0-323-29649-6 (9780323296496)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
New editions

Kishonna L. Gray
Race, Gender, and Deviance in Xbox Live
Theoretical Perspectives from the Virtual Margins-10th Anniversary Edition
Book
10/2024
2nd Edition
Routledge
€60.40
Shipment within 10-20 days
Additional editions

Kishonna L. Gray
Race, Gender, and Deviance in Xbox Live
Theoretical Perspectives from the Virtual Margins
Book
04/2016
1st Edition
Routledge
€231.50
Article exhausted; check for reprint

Kishonna L. Gray
Race, Gender, and Deviance in Xbox Live
Theoretical Perspectives from the Virtual Margins
E-Book
03/2014
1st Edition
Routledge
€40.59
Available for download

Kishonna L. Gray
Race, Gender, and Deviance in Xbox Live
Theoretical Perspectives from the Virtual Margins
E-Book
03/2014
1st Edition
Routledge
€40.59
Available for download
Person
Kishonna L. Gray is an Assistant Professor in the School of Justice Studies at Eastern Kentucky University. She completed her Ph.D in Justice Studies at Arizona State University with a concentration in Media, Technology, & Culture. Her research and teaching interests incorporate an intersecting focus on marginalized identities (race, gender, class, sexuality, citizenship, etc.) and new media (online news forums, social media, virtual gaming communities). She has published in a variety of outlets, including Ada: A Journal of Gender, New Media, & Technology; New Review of Hypermedia and Multimedia; Crime, Media, Culture; the Bulletin of Science, Technology, & Society; Information, Communication, & Society; and the Journal of International and Intercultural Communication. Dr. Gray regularly posts to her blog at www.kishonnagray.com on topics related to race, gender, new media, and popular culture. She welcomes collaborations working with colleagues across the country, graduate students, and others interested in topics related to race, gender, new media, and video games.
Content
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?
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?