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 "Gaming at the Edge," Adrienne Shaw argues that video game
players experience race, gender, and sexuality concurrently. She
asks: How do players identify with characters? How do they separate
identification and interactivity? What is the role of fantasy in
representation? What is the importance of understanding market
logic? In addressing these questions Shaw reveals how
representation comes to matter to participants and offers a
perceptive consideration of the high stakes in politics of
representation debates.
Putting forth a framework for talking about representation,
difference, and diversity in an era in which user-generated
content, individualized media consumption, and the blurring of
producer/consumer roles has lessened the utility of traditional
models of media representation analysis, Shaw finds new insight on
the edge of media consumption with the invisible, marginalized
gamers who are surprising in both their numbers and their influence
in mainstream gamer culture.
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