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Feminism in Play focuses on women as they are depicted in video
games, as participants in games culture, and as contributors to the
games industry. This volume showcases women's resistance to the
norms of games culture, as well as women's play and creative
practices both in and around the games industry. Contributors
analyze the interconnections between games and the broader societal
and structural issues impeding the successful inclusion of women in
games and games culture. In offering this framework, this volume
provides a platform to the silenced and marginalized, offering
counter-narratives to the post-racial and post-gendered fantasies
that so often obscure the violent context of production and
consumption of games culture.
From #Gamergate to the 2016 election, to the daily experiences of
marginalized perspectives, 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 groundbreaking research on counter and
oppositional gaming and from popular games such as World of
Warcraft and Tomb Raider, Woke Gaming examines resistance to
problematic spaces of violence, discrimination, and
microaggressions in gaming culture. The contributors of these
essays seek to identify strategies to detox gaming culture and
orient players and gamers toward progressive ends. From Anna
Anthropy's Keep Me Occupied to Momo Pixel's Hair Nah, video games
can reveal the power and potential for marginalized communities to
resist, and otherwise challenge dehumanizing representations inside
and outside of game spaces. In a moment of #MeToo,
#BlackLivesMatter, and efforts to transform current political
realities, Woke Gaming illustrates the power and potential of video
games to foster change and become a catalyst for social justice.
From #Gamergate to the 2016 election, to the daily experiences of
marginalized perspectives, 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 groundbreaking research on counter and
oppositional gaming and from popular games such as World of
Warcraft and Tomb Raider, Woke Gaming examines resistance to
problematic spaces of violence, discrimination, and
microaggressions in gaming culture. The contributors of these
essays seek to identify strategies to detox gaming culture and
orient players and gamers toward progressive ends. From Anna
Anthropy's Keep Me Occupied to Momo Pixel's Hair Nah, video games
can reveal the power and potential for marginalized communities to
resist, and otherwise challenge dehumanizing representations inside
and outside of game spaces. In a moment of #MeToo,
#BlackLivesMatter, and efforts to transform current political
realities, Woke Gaming illustrates the power and potential of video
games to foster change and become a catalyst for social justice.
In Intersectional Tech: Black Users in Digital Gaming, Kishonna L.
Gray interrogates blackness in gaming at the intersections of race,
gender, sexuality, and (dis)ability. Situating her argument within
the context of the concurrent, seemingly unrelated events of
Gamergate and the Black Lives Matter movement, Gray highlights the
inescapable chains that bind marginalized populations to
stereotypical frames and limited narratives in video games.
Intersectional Tech explores the ways that the multiple identities
of black gamers some obvious within the context of games, some more
easily concealed affect their experiences of gaming. The
normalization of whiteness and masculinity in digital culture
inevitably leads to isolation, exclusion, and punishment of
marginalized people. Yet, Gray argues, we must also examine the
individual struggles of prejudice, discrimination, and
microaggressions within larger institutional practices that sustain
the oppression. These ""new"" racisms and a complementary
colorblind ideology are a kind of digital Jim Crow, a new mode of
the same strategies of oppression that have targeted black
communities throughout American history. Drawing on extensive
interviews that engage critically with identity development and
justice issues in gaming, Gray explores the capacity for gaming
culture to foster critical consciousness, aid in participatory
democracy, and effect social change. Intersectional Tech is rooted
in concrete situations of marginalized members within gaming
culture. It reveals that despite the truths articulated by those
who expose the sexism, racism, misogyny, and homophobia that are
commonplace within gaming communities, hegemonic narratives
continue to be privileged. This text, in contrast, centers the
perspectives that are often ignored and provides a critical
corrective to notions of gaming as a predominantly white and male
space.
In Intersectional Tech: Black Users in Digital Gaming, Kishonna L.
Gray interrogates blackness in gaming at the intersections of race,
gender, sexuality, and (dis)ability. Situating her argument within
the context of the concurrent, seemingly unrelated events of
Gamergate and the Black Lives Matter movement, Gray highlights the
inescapable chains that bind marginalized populations to
stereotypical frames and limited narratives in video games.
Intersectional Tech explores the ways that the multiple identities
of black gamers some obvious within the context of games, some more
easily concealed affect their experiences of gaming. The
normalization of whiteness and masculinity in digital culture
inevitably leads to isolation, exclusion, and punishment of
marginalized people. Yet, Gray argues, we must also examine the
individual struggles of prejudice, discrimination, and
microaggressions within larger institutional practices that sustain
the oppression. These ""new"" racisms and a complementary
colorblind ideology are a kind of digital Jim Crow, a new mode of
the same strategies of oppression that have targeted black
communities throughout American history. Drawing on extensive
interviews that engage critically with identity development and
justice issues in gaming, Gray explores the capacity for gaming
culture to foster critical consciousness, aid in participatory
democracy, and effect social change. Intersectional Tech is rooted
in concrete situations of marginalized members within gaming
culture. It reveals that despite the truths articulated by those
who expose the sexism, racism, misogyny, and homophobia that are
commonplace within gaming communities, hegemonic narratives
continue to be privileged. This text, in contrast, centers the
perspectives that are often ignored and provides a critical
corrective to notions of gaming as a predominantly white and male
space.
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