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008 231101t20202020nyu fo d z eng d
020 _a9781479870103
_qprint
020 _a9781479806522
_qPDF
024 7 _a10.18574/nyu/9781479870103.001.0001
_2doi
035 _a(DE-B1597)9781479806522
035 _a(DE-B1597)550649
035 _a(OCoLC)1147272126
040 _aDE-B1597
_beng
_cDE-B1597
_erda
050 4 _aHQ1178
072 7 _aSOC052000
_2bisacsh
082 0 4 _a004.678082
_223
084 _aonline - DeGruyter
100 1 _aPhillips, Amanda
_eautore
245 1 0 _aGamer Trouble :
_bFeminist Confrontations in Digital Culture /
_cAmanda Phillips.
264 1 _aNew York, NY :
_bNew York University Press,
_c[2020]
264 4 _c©2020
300 _a1 online resource :
_b49 Halftones
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
506 0 _arestricted access
_uhttp://purl.org/coar/access_right/c_16ec
_fonline access with authorization
_2star
520 _aComplicating perspectives on diversity in video gamesGamers have been troublemakers as long as games have existed. As our popular understanding of "gamer" shifts beyond its historical construction as a white, straight, adolescent, cisgender male, the troubles that emerge both confirm and challenge our understanding of identity politics. In Gamer Trouble, Amanda Phillips excavates the turbulent relationships between surface and depth in contemporary gaming culture, taking readers under the hood of the mechanisms of video games in order to understand the ways that difference gets baked into its technological, ludic, ideological, and social systems.By centering the insights of queer and women of color feminisms in readings of online harassment campaigns, industry animation practices, and popular video games like Portal and Mass Effect, Phillips adds essential analytical tools to our conversations about video games. She embraces the trouble that attends disciplinary crossroads, linking the violent hate speech of trolls and the representational practices marginalizing people of color, women, and queers in entertainment media to the dehumanizing logic undergirding computation and the optimization strategies of gameplay. From the microcosmic level of electricity and flicks of a thumb to the grand stages of identity politics and global capitalism, wherever gamers find themselves, gamer trouble follows. As reinvigorated forms of racism, sexism, and homophobia thrive in games and gaming communities, Phillips follows the lead of those who have been making good trouble all along, agitating for a better world.
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 _aComputers and women.
650 0 _aInformation technology
_xSocial aspects.
650 0 _aInternet and women.
650 0 _aVideo games.
650 7 _aSOCIAL SCIENCE / Media Studies.
_2bisacsh
653 _aaffect.
653 _aagency.
653 _aagonism.
653 _aanger.
653 _aanimation.
653 _aavatar.
653 _acoalition.
653 _acolonization.
653 _acompetition.
653 _adifference.
653 _adiversity.
653 _afeminism.
653 _afilm theory.
653 _agames.
653 _agaming.
653 _agaze.
653 _agender.
653 _aharassment.
653 _aidentity politics.
653 _aimitation.
653 _akilljoy.
653 _aludology.
653 _amagic circle.
653 _amale gaze.
653 _amotion capture.
653 _anarratology.
653 _aphysiognomy.
653 _apolitical theory.
653 _aqueer.
653 _arace.
653 _aracial science.
653 _arealism.
653 _asexuality.
653 _atechnology.
653 _atriangulation.
653 _avideo games.
653 _avisuality.
850 _aIT-RoAPU
856 4 0 _uhttps://www.degruyter.com/isbn/9781479806522
856 4 2 _3Cover
_uhttps://www.degruyter.com/document/cover/isbn/9781479806522/original
942 _cEB
999 _c218919
_d218919