Minneapolis : University of Minnesota Press, 2015.
1 online resource (329 p.)
Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter. In Gamin
Description based upon print version of record.
Cover; Contents; Preface; Introduction. Clichés versus Women: Moving beyond Sexy Sidekicks and Damsels in Distress; 1 From Custer's Revenge and Mario to Fable and Fallout: Race, Gender, and Sexuality in Digital Games; 2 Does Anyone Really Identify with Lara Croft? Unpacking Identification in Video Games; 3 He Could Be a Bunny Rabbit for All I Care! How We Connect with Characters and Avatars; 4 When and Why Representation Matters to Players: Realism versus Escapism; Conclusion: A Future Free of Dickwolves; Acknowledgments; Notes; Gameography; Bibliography; Index; A; B; C; D; E; F; G; H; I; J