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MARC Record from marc_columbia

Record ID marc_columbia/Columbia-extract-20221130-028.mrc:195473160:4660
Source marc_columbia
Download Link /show-records/marc_columbia/Columbia-extract-20221130-028.mrc:195473160:4660?format=raw

LEADER: 04660cam a2200469 i 4500
001 13885002
005 20190520064708.0
008 180330s2018 waua b 001 0 eng
010 $a 2018010422
024 $a99980852449
035 $a(OCoLC)on1030445989
040 $aDLC$beng$erda$cDLC$dOCLCQ$dOCLCF$dOCLCO$dYDX$dOCLCO$dGZN$dGSU
019 $a1031908036$a1031918189$a1031953486$a1031957194
020 $a9780295744186
020 $a0295744189$qhardcover ;$qalkaline paper
020 $a9780295744179$qpaperback ;$qalkaline paper
020 $a0295744170$qpaperback ;$qalkaline paper
035 $a(OCoLC)1030445989$z(OCoLC)1031908036$z(OCoLC)1031918189$z(OCoLC)1031953486$z(OCoLC)1031957194
042 $apcc
050 00 $aGV1469.34.S52$bW65 2018
082 00 $a794.8$223
245 00 $aWoke gaming :$bdigital challenges to opression and social injustice /$cedited by Kishonna L. Gray and David J. Leonard.
264 1 $aSeattle :$bUniversity of Washington Press,$c[2018]
300 $axiii, 306 pages :$billustrations ;$c24 cm
336 $atext$btxt$2rdacontent
337 $aunmediated$bn$2rdamedia
338 $avolume$bnc$2rdacarrier
504 $aIncludes bibliographical references and index.
505 0 $aIntroduction : not a post-racism and post-misogyny promised land : video games as instruments of (in)justice / Kishonna L. Gray and David J. Leonard -- The corporeal ethics of gaming : vulnerability, precarity, bodies and screens / Rob Cover -- Power, violence and the mask : representations of criminal subjectivities in Grand Theft Auto online / Tim Rowlands, Sher Ratnabalasuriar, Melissa Hobart, Kyle Noel, Shaun-Patrick Allen, Briana Reed, and Anthony Gonzales -- "Everyone can make games" and the post-feminist myth of gender equality in gaming culture / Stephanie Orme -- Play smart: social stereotypes, identity building, and counter narratives of gold farmers in China / Zixue Tai and Fengbin Hu -- The sobering reality of sexism in the video games industry / Stanislav Vysotsky and Jennifer Allaway -- The perpetual crusade : rise of the Tomb Raider (2015), religious extremism, and the problem of empire / Kristin Bezio -- Nancy Drew and the case of the girl gamers / Andrea Braithwaite -- The horrors of transcendent knowledge : a feminist-epistemological approach to video games / Stephanie Jennings -- Playing with pride: claiming space through community building in World of Warcraft / Karen Skardzius -- Managing online game communities : lesson from past attempts, players' experiences and workplace strategies / Amanda Cote -- The Legends of Zelda : fan challenges to dominant video game narratives / Kathryn Hemmann -- Avatars, addressing racism and racialized address / Robbie Fordyce, Tim Neale, and Tom Apperley -- Activism, awareness, and sympathy in video games / Taylor Barkley and Kira Fogleson -- DiscrimiNation : a persuasive board game to challenge discriminatory justifications and prejudices / Maresa Bertolo, Ilaria Mariani, and Eleonora A. Conti.
520 $aFrom #Gamergate to the daily experiences of marginalization among gamers, 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 the latest research and from popular games such as World of warcraft and Tomb raider, Woke gaming examines resistance to spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays identify strategies to detox gaming culture and orient players toward progressive ends, illustrating the power and potential of video games to become catalysts for social justice.
650 0 $aVideo games$xSocial aspects.
650 0 $aVideo games$xMoral and ethical aspects.
650 0 $aViolence in video games.
650 0 $aSex in video games.
650 7 $aSex in video games.$2fast$0(OCoLC)fst01938692
650 7 $aVideo games$xMoral and ethical aspects.$2fast$0(OCoLC)fst01166436
650 7 $aVideo games$xSocial aspects.$2fast$0(OCoLC)fst01166440
650 7 $aViolence in video games.$2fast$0(OCoLC)fst01744184
700 1 $aGray, Kishonna L.,$eeditor.
700 1 $aLeonard, David J.,$eeditor.
776 08 $iOnline version:$tWoke gaming.$dSeattle : University of Washington Press, 2018$z9780295744193$w(DLC) 2018016086
852 00 $bbar$hGV1469.34.S52$iW65 2018