| 000 | 05646nam a2201309Ia 4500 | ||
|---|---|---|---|
| 001 | 218904 | ||
| 003 | IT-RoAPU | ||
| 005 | 20231211164006.0 | ||
| 006 | m|||||o||d|||||||| | ||
| 007 | cr || |||||||| | ||
| 008 | 231101t20192019nyu fo d z eng d | ||
| 020 |
_a9781479868551 _qprint |
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| 020 |
_a9781479805686 _qPDF |
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| 024 | 7 |
_a10.18574/nyu/9781479868551.001.0001 _2doi |
|
| 035 | _a(DE-B1597)9781479805686 | ||
| 035 | _a(DE-B1597)547676 | ||
| 035 | _a(OCoLC)1129786856 | ||
| 040 |
_aDE-B1597 _beng _cDE-B1597 _erda |
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| 050 | 4 |
_aE184.A75 _bF45 2020 |
|
| 072 | 7 |
_aSOC052000 _2bisacsh |
|
| 082 | 0 | 4 |
_a305.895073 _223 |
| 084 | _aonline - DeGruyter | ||
| 100 | 1 |
_aFickle, Tara _eautore |
|
| 245 | 1 | 4 |
_aThe Race Card : _bFrom Gaming Technologies to Model Minorities / _cTara Fickle. |
| 264 | 1 |
_aNew York, NY : _bNew York University Press, _c[2019] |
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| 264 | 4 | _c©2019 | |
| 300 |
_a1 online resource : _b23 black and white illustrations |
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| 336 |
_atext _btxt _2rdacontent |
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| 337 |
_acomputer _bc _2rdamedia |
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| 338 |
_aonline resource _bcr _2rdacarrier |
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| 347 |
_atext file _bPDF _2rda |
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| 490 | 0 |
_aPostmillennial Pop ; _v22 |
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| 506 | 0 |
_arestricted access _uhttp://purl.org/coar/access_right/c_16ec _fonline access with authorization _2star |
|
| 520 | _aHow games have been used to establish and combat Asian American racial stereotypes As Pokémon Go reshaped our neighborhood geographies and the human flows of our cities, mapping the virtual onto lived realities, so too has gaming and game theory played a role in our contemporary understanding of race and racial formation in the United States. From the Chinese Exclusion Act and Japanese American internment to the model minority myth and the globalization of Asian labor, Tara Fickle shows how games and game theory shaped fictions of race upon which the nation relies. Drawing from a wide range of literary and critical texts, analog and digital games, journalistic accounts, marketing campaigns, and archival material, Fickle illuminates the ways Asian Americans have had to fit the roles, play the game, and follow the rules to be seen as valuable in the US. Exploring key moments in the formation of modern US race relations, The Race Card charts a new course in gaming scholarship by reorienting our focus away from games as vehicles for empowerment that allow people to inhabit new identities, and toward the ways that games are used as instruments of soft power to advance top-down political agendas. Bridging the intellectual divide between the embedded mechanics of video games and more theoretical approaches to gaming rhetoric, Tara Fickle reveals how this intersection allows us to overlook the predominance of game tropes in national culture. The Race Card reveals this relationship as one of deep ideological and historical intimacy: how the games we play have seeped into every aspect of our lives in both monotonous and malevolent ways. | ||
| 538 | _aMode of access: Internet via World Wide Web. | ||
| 546 | _aIn English. | ||
| 588 | 0 | _aDescription based on online resource; title from PDF title page (publisher's Web site, viewed 01. Nov 2023) | |
| 650 | 0 | _aAsian Americans in popular culture. | |
| 650 | 0 |
_aAsian Americans _xSocial conditions. |
|
| 650 | 0 |
_aGame theory _xSocial aspects _zUnited States. |
|
| 650 | 0 |
_aGames _xSocial aspects _zUnited States. |
|
| 650 | 0 |
_aRace discrimination _zUnited States. |
|
| 650 | 7 |
_aSOCIAL SCIENCE / Media Studies. _2bisacsh |
|
| 653 | _aAiiieeeee. | ||
| 653 | _aAndas game. | ||
| 653 | _aAsian American. | ||
| 653 | _aAsian immigration. | ||
| 653 | _aBret Harte. | ||
| 653 | _aC Wright Mills. | ||
| 653 | _aChinese Exclusion Act. | ||
| 653 | _aChinese labor. | ||
| 653 | _aCory Doctorow. | ||
| 653 | _aDSM. | ||
| 653 | _aGPS. | ||
| 653 | _aGoogle. | ||
| 653 | _aHeathen Chinee. | ||
| 653 | _aHiroshi Nakamura. | ||
| 653 | _aHisaye Yamamoto. | ||
| 653 | _aHomo Ludens. | ||
| 653 | _aJacques Derrida. | ||
| 653 | _aJacques Ehrmann. | ||
| 653 | _aJapanese American. | ||
| 653 | _aJen Wang. | ||
| 653 | _aJohan Huizinga. | ||
| 653 | _aJohn Okada. | ||
| 653 | _aMan Play and Games. | ||
| 653 | _aMilton Murayama. | ||
| 653 | _aNintendo. | ||
| 653 | _aOrientalism. | ||
| 653 | _aPokemon. | ||
| 653 | _aPokémon GO. | ||
| 653 | _aRAND. | ||
| 653 | _aRoger Caillois. | ||
| 653 | _aThe Wasp. | ||
| 653 | _aWakako Yamauchi. | ||
| 653 | _aaugmented reality. | ||
| 653 | _aclass inequality. | ||
| 653 | _acritical race studies. | ||
| 653 | _aethnic American literature. | ||
| 653 | _aeuchre. | ||
| 653 | _afreemium. | ||
| 653 | _agambling. | ||
| 653 | _agame addiction. | ||
| 653 | _agame studies. | ||
| 653 | _agame theory. | ||
| 653 | _agames of chance. | ||
| 653 | _agamification. | ||
| 653 | _aglobalization. | ||
| 653 | _agold farming. | ||
| 653 | _agold mining. | ||
| 653 | _aimperial Japan. | ||
| 653 | _ainscrutability. | ||
| 653 | _aintentional fallacy. | ||
| 653 | _ainternet addiction. | ||
| 653 | _ainternment. | ||
| 653 | _aliterary interpretation. | ||
| 653 | _aludo-Orientalism. | ||
| 653 | _amapping. | ||
| 653 | _ameritocracy. | ||
| 653 | _amobile games. | ||
| 653 | _aneoliberalism. | ||
| 653 | _aracialization. | ||
| 653 | _asocial mobility. | ||
| 653 | _astructuralism. | ||
| 653 | _atechno-Orientalism. | ||
| 653 | _avideo games. | ||
| 653 | _ayellow peril. | ||
| 850 | _aIT-RoAPU | ||
| 856 | 4 | 0 | _uhttps://www.degruyter.com/isbn/9781479805686 |
| 856 | 4 | 2 |
_3Cover _uhttps://www.degruyter.com/document/cover/isbn/9781479805686/original |
| 942 | _cEB | ||
| 999 |
_c218904 _d218904 |
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