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Contributors to this issue examine the role of video games in
American culture, approaching games through the lenses of
transpacific studies, queer historiography, cultural history,
critical race and ethnic studies, and border studies. They explore
interactions between the United States and Asia through the genre
of visual novels; investigate representations of the AIDS crisis in
video game history; consider how games like Papers, Please address
concepts of borders and national belonging; and show the aesthetic
and political challenges that games like Assassin's Creed III face
in telling counterhistories of marginalized peoples. Taken
together, these essays show how games can contribute to an expanded
understanding of the United States and of the ways that cultural
forms circulate nationally and transnationally. Contributors.
Patrick Jagoda, Stephen Joyce, Gary Kafer, Jennifer Malkowski,
Katrina Marks, Josef Nguyen, Christopher B. Patterson, Bo Ruberg,
Arthur Z. Wang
Recent years have seen an increase in public attention to identity
and representation in video games, including journalists and
bloggers holding the digital game industry accountable for the
discrimination routinely endured by female gamers, queer gamers,
and gamers of color. Video game developers are responding to these
critiques, but scholarly discussion of representation in games has
lagged far behind. Gaming Representation examines portrayals of
race, gender, and sexuality in a range of games, from casuals like
Diner Dash, to indies like Journey and The Binding of Isaac, to
mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The
Last of Us, and Max Payne franchises. Arguing that representation
and identity function as systems in games that share a stronger
connection to code and platforms than it may first appear, the
contributors to this volume push gaming scholarship to new levels
of inquiry, theorizing, and imagination.
In Dying in Full Detail Jennifer Malkowski explores digital media's
impact on one of documentary film's greatest taboos: the recording
of death. Despite technological advances that allow for the easy
creation and distribution of death footage, digital media often
fail to live up to their promise to reveal the world in greater
fidelity. Malkowski analyzes a wide range of death footage, from
feature films about the terminally ill (Dying, Silverlake Life,
Sick), to surreptitiously recorded suicides (The Bridge), to
#BlackLivesMatter YouTube videos and their precursors.
Contextualizing these recordings in the long history of attempts to
capture the moment of death in American culture, Malkowski shows
how digital media are unable to deliver death "in full detail," as
its metaphysical truth remains beyond representation. Digital
technology's capacity to record death does, however, provide the
opportunity to politicize individual deaths through their
representation. Exploring the relationships among technology,
temporality, and the ethical and aesthetic debates about capturing
death on video, Malkowski illuminates the key roles documentary
death has played in twenty-first-century visual culture.
In Dying in Full Detail Jennifer Malkowski explores digital media's
impact on one of documentary film's greatest taboos: the recording
of death. Despite technological advances that allow for the easy
creation and distribution of death footage, digital media often
fail to live up to their promise to reveal the world in greater
fidelity. Malkowski analyzes a wide range of death footage, from
feature films about the terminally ill (Dying, Silverlake Life,
Sick), to surreptitiously recorded suicides (The Bridge), to
#BlackLivesMatter YouTube videos and their precursors.
Contextualizing these recordings in the long history of attempts to
capture the moment of death in American culture, Malkowski shows
how digital media are unable to deliver death "in full detail," as
its metaphysical truth remains beyond representation. Digital
technology's capacity to record death does, however, provide the
opportunity to politicize individual deaths through their
representation. Exploring the relationships among technology,
temporality, and the ethical and aesthetic debates about capturing
death on video, Malkowski illuminates the key roles documentary
death has played in twenty-first-century visual culture.
Recent years have seen an increase in public attention to identity
and representation in video games, including journalists and
bloggers holding the digital game industry accountable for the
discrimination routinely endured by female gamers, queer gamers,
and gamers of color. Video game developers are responding to these
critiques, but scholarly discussion of representation in games has
lagged far behind. Gaming Representation examines portrayals of
race, gender, and sexuality in a range of games, from casuals like
Diner Dash, to indies like Journey and The Binding of Isaac, to
mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The
Last of Us, and Max Payne franchises. Arguing that representation
and identity function as systems in games that share a stronger
connection to code and platforms than it may first appear, the
contributors to this volume push gaming scholarship to new levels
of inquiry, theorizing, and imagination.
Covid and . . . How To Do Rhetoric in a Pandemic is among the first
edited collections to consider how rhetoric shapes Covid’s
disease trajectory. Arguing that the circulation of any virus must
be understood in tandem with the public communication accompanying
it, this collection converses with interdisciplinary stakeholders
also committed to the project of social wellness during pandemic
times. With inventive ways of thinking about structural inequities
in health, these essays showcase the forces that pandemic rhetoric
exerts across health conditions, politics, and histories of social
injustice.
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