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Today over half of all American households own a dedicated game
console and gaming industry profits trump those of the film
industry worldwide. Soraya Murray's insightful study examines
issues of gender, race, and space in relation to a range of popular
contemporary games. She explores blockbusters including The Last of
Us, Metal Gear Solid, Spec Ops: The Line, Tomb Raider and
Assassin's Creed to show how they are deeply entangled with
American ideological positions and contemporary political, cultural
and economic conflicts. As quintessential forms of visual material
in the twenty-first century, mainstream games both mirror and spur
larger societal fears, hopes and dreams, and even address complex
struggles for recognition. Murray examines the elaborately
constructed characters and densely layered worlds of these popular
games, tracing how their social and environmental landscapes
reflect ideas about gender, race, globalization, and urban life. In
this emerging field of study, Murray provides novel theoretical
approaches to discussing games and playable media as 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.
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.
Today over half of all American households own a dedicated game
console and gaming industry profits trump those of the film
industry worldwide. In this book, Soraya Murray moves past the
technical discussions of games and offers a fresh and incisive look
at their cultural dimensions. She critically explores blockbusters
likeThe Last of Us, Metal Gear Solid, Spec Ops: The Line, Tomb
Raider and Assassin's Creed to show how they are deeply entangled
with American ideological positions and contemporary political,
cultural and economic conflicts.As quintessential forms of visual
material in the twenty-first century, mainstream games both mirror
and spur larger societal fears, hopes and dreams, and even address
complex struggles for recognition. This book examines both their
elaborately constructed characters and densely layered worlds,
whose social and environmental landscapes reflect ideas about
gender, race, globalisation and urban life. In this emerging field
of study, Murray provides novel theoretical approaches to
discussing games and playable media as culture. Demonstrating that
games are at the frontline of power relations, she reimagines how
we see them - and more importantly how we understand them.
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