Buch, Englisch, 168 Seiten, Format (B × H): 157 mm x 235 mm, Gewicht: 406 g
A Vicious Circuit
Buch, Englisch, 168 Seiten, Format (B × H): 157 mm x 235 mm, Gewicht: 406 g
ISBN: 978-1-032-40715-9
Verlag: Routledge
Offering historical analysis of the video game industries (console, PC, and indie) from a critical, political economic lens, this book specifically examines the history of how such practices created, enabled, and maintained racism through the imagined ‘gamer.’ The book explores how the cultural and economic landscape of the United States developed from the 1970s through the 2000s and explains how racist attitudes are reflected and maintained in the practices of video games production. These practices constitute a 'Vicious Circuit' that normalizes racism and the centrality of an imagined gamer identity. It also explores how the industry, from indie game developers to larger profit-driven companies, responded to changing attitudes in the 2010s, where racism and lack of diversity in games was frequently being noted. The book concludes by offering potential solutions to combat this ‘Vicious Circuit’.
A vital contribution to the study of video games that will be welcomed by students and scholars in the fields of media studies, cultural studies, game studies, critical race studies, and beyond.
Zielgruppe
Academic, Postgraduate, and Undergraduate Advanced
Autoren/Hrsg.
Fachgebiete
- Interdisziplinäres Wissenschaften Wissenschaft und Gesellschaft | Kulturwissenschaften Populärkultur
- Sozialwissenschaften Soziologie | Soziale Arbeit Spezielle Soziologie Mediensoziologie
- Sozialwissenschaften Medien- und Kommunikationswissenschaften Medienwissenschaften
- Mathematik | Informatik EDV | Informatik Digital Lifestyle Computerspiele, Internetspiele
- Sozialwissenschaften Sport | Tourismus | Freizeit Hobbies & Spiele
- Sozialwissenschaften Soziologie | Soziale Arbeit Spezielle Soziologie Freizeitsoziologie, Konsumsoziologie, Alltagssoziologie, Populärkultur
Weitere Infos & Material
1. Rescuing an industry by leaning into fun/quality (1970s through 1980s) 2. “Fun” created an identity, but money made the “community” (1990s through the end of the 20th Century) 3. The Vicious Circuit and its Constraint on fun (2000s-2020s) 4. Finding hope in a hopeless place