22 research outputs found

    Ubijanje črnskega telesa: nekropolitika in rasne hierarhije v digitalnih igrah

    Get PDF
    The purpose of this essay is to explore the patterns of antiblackness within contemporary gaming. Video games are sites of necropolitical logics that use Black death to propel narratives. But even more concerning, is that these games might make sense of larger desires of white colonial supremacy, attempting to remove and destroy its troubled racialized past. Ethnographic observations also engage gaming as a carceral logic that seeks to surveil, police, and criminal Blackness. Under these conditions, it is imperative to explore how the continuation of the institution of slavery within policing is actively embedded into technical and digital practices, leading to carceral conditions for those subject to its power and gaming provides a pathway to engage this trend.Namen tega eseja je raziskati vzorce protičrnskosti v sodobnih videoigrah. Videoigre so prizorišča nekropolitične logike, ki Črnsko smrt uporablja za spodbujanje pripovedi. Še bolj skrb vzbujajoče pa je, da te igre morda osmišljajo večje želje kolonialne nadvlade, ko se skušajo znebiti svoje problematične rasizirane preteklosti. Zato etnografska opazovanja vključujejo tudi video igre kot obliko jetnišnične logike, ki skuša nadzorovati in kriminalizirati Črnskost. V teh pogojih je nujno raziskati, kako je nadaljevanje institucije suženjstva vpeto v sisteme nadzora ter aktivno vgrajeno v tehnične in digitalne prakse. To pa vodi do jetnišničnih pogojev za tiste, ki so podvrženi njeni moči. Video igre omogočajo pot, kako se lotiti tega trenda

    REFLEXÕES SOBRE JOGO ENQUANTO TECNOLOGIA INTERSECCIONAL

    Get PDF
    Introduction: "Práticas e Cuidado: Revista de Saúde Coletiva" is pleased to publish a lecture from our special section Conferences/Lectures, which aims to broaden the dissemination of debates and research on issues pertaining to contemporaneity and their interaction with education and health. Aim: The aim of this section was to promote a dialog with researchers who study the world of games and the concept of intersectionality. Method: Our speaker is Dr. Kishonna Gray, who is an associate professor of writing, rhetoric and digital studies and African studies at the University of Kentucky. She is an interdisciplinary and intersectional digital media scholar whose research areas include identity, performance and online environments, embodied deviance, cultural production, video games and black cyberfeminism. This lecture was mediated by Dr. Suiane Costa, a researcher in the field of games at the interface with health and education. Results: Gray addressed the inevitable chains that link marginalized populations to stereotypical frames and limited narratives in video games. She also discussed how the multiple identities of black players affect their gaming experiences.Introdução: A Práticas e Cuidado: Revista de Saúde Coletiva tem a satisfação de publicar uma palestra da nossa seção especial Conferências/Palestra que se propõe a ampliar a divulgação de debates e pesquisas que trazem questões inerentes à contemporaneidade e sua interface com a educação e a saúde. Objetivo: Essa seção teve como objetivo promover o diálogo com pesquisadoras e pesquisadores que se dedicam aos estudos sobre o mundo dos jogos e o conceito de interseccionalidade. Método: Nossa palestrante é a Drª. Kishonna Gray, que é professora associada de redação, retórica e estudos digitais e estudos africanos na Universidade de Kentucky. Ela é uma acadêmica interdisciplinar e interseccional de mídia digital cujas áreas de pesquisa incluem identidade, performance e ambientes online, desvio corporificado, produção cultural, videogames e ciberfeminismo negro. A mediação dessa palestra foi realizada pela Drª Suiane Costa, pesquisadora da área de jogos na interface com saúde e educação. Resultados: Gray abordou sobre as cadeias inevitáveis ​​que ligam as populações marginalizadas a quadros estereotipados e narrativas limitadas nos videogames. Discutiu ainda como as múltiplas identidades dos jogadores negros afetam suas experiências de jogo

    Negative emotions set in motion : the continued relevance of #GamerGate

    Get PDF
    This chapter aims at making sense of the #GamerGate (#GG) online harassment campaign that was particularly active in 2014–2015 but to this day continues to produce hateful speech against certain ideologies and minorities in gaming culture. The campaign was especially successful at building online visibility through harassment, and the affective resonances of the issues it raised have since translated into general online campaigning how-to’s, financial earnings, and even political action outside of the gaming sphere. Although the primary breeding ground for this movement was 4chan (and later, 8chan), it only reached public awareness and visibility – hence, effectiveness – through Twitter and, to a lesser extent, through YouTube. In order to understand the emotional charge and political relevance of this campaign, we rely on both quantitative and qualitative activity analyses of the Twitter users that use the hashtag #GamerGate between 2014 and 2019. In addition to analyzing who were the most active tweeters and what kind of resonance their tweets elicited, we looked into the emotional qualities of their communication. The communication strategies of #GG tweeters took advantage of the language and cultural references of the target demographic to drive a set of topics into public discourse and, further, to political activism. This discourse utilized a combination of affective modes, based mainly on resentment and schadenfreude, that we see echoing in many places on the internet. In the end, we argue that while #GG may have been only one instance of a campaign with harassment elements, the sentiments it cultivated and amplified as well as its operational logics have since been successfully employed in many similar online movements, including the current political campaigning associated with the so-called alt-right.fi=vertaisarvioitu|en=peerReviewed

    Race, Gender, and Deviance in Xbox Live: Theoretical Perspectives from the Virtual Margins

    No full text
    Race, Gender, and Deviance in Xbox Live provides a much-needed theoretical framework for examining deviant behavior and deviant bodies within one of the largest virtual gaming communities—Xbox Live. Previous research on video games has focused mostly on violence and examining violent behavior resulting from consuming this medium. This limited scope has skewed criminologists\u27 understanding of video games and video game culture. Xbox Live has proven to be more than just a gaming platform for users. It has evolved into a multimedia entertainment outlet for more than 20 million users. This book examines the nature of social interactions within Xbox Live, which are often riddled with deviant behavior, including but not limited to racism and sexism. The text situates video games within a hegemonic framework deploying whiteness and masculinity as the norm. The experiences of the marginalized bodies are situated within the framework of deviance as they fail to conform to the hegemonic norm and become victims of racism, sexism, and other types of harassment.https://encompass.eku.edu/fs_books/1092/thumbnail.jp

    Gender, Race and Online Toxicity

    No full text
    Dr. Gray is currently a Visiting Assistant Professor and MLK Scholar at MIT as well as a fellow at the Berkman-Klein Center for Internet & Society at Harvard University and a Faculty Visitor at the Social Media Collective at Microsoft Research (Cambridge). Dr. Gray\u27s research examines race, gender, and digital media with an emphasis on gaming culture. She is the author of Race, Gender, and Deviance in Xbox Live (Routledge, 2014) as well as numerous articles in academic and popular journals. Dr. Gray is also a featured blogger and podcaster with Not Your Mama\u27s Gamer

    Gender, Race and Online Toxicity

    No full text
    Dr. Gray is currently a Visiting Assistant Professor and MLK Scholar at MIT as well as a fellow at the Berkman-Klein Center for Internet & Society at Harvard University and a Faculty Visitor at the Social Media Collective at Microsoft Research (Cambridge). Dr. Gray\u27s research examines race, gender, and digital media with an emphasis on gaming culture. She is the author of Race, Gender, and Deviance in Xbox Live (Routledge, 2014) as well as numerous articles in academic and popular journals. Dr. Gray is also a featured blogger and podcaster with Not Your Mama\u27s Gamer

    Editorial vol. 40 n. 2

    No full text

    More than addiction: Examining the role of anonymity, endless narrative, and socialization in prolonged gaming and instant messaging practices

    No full text
    This ethnographic study explores a user’s prolonged engagement within virtual gaming communities. Likening prolonged engagement with addiction, this research provides an alternative perspective into virtual addiction focusing on three interrelated themes: 1) anonymity, 2) endless narrative, and 3) socialization. By employing narrative interviews and virtual observations, the researchers examine two different cultural, racial and age groups’ user experience within console and computer-based multiplayer environments. More specifically, they explore how the three factors (i.e., anonymity; endless narrative; socialization) relate to the prolonged and extended use within these virtual communities and highlight the multifaceted uses of traditional chat services, social media, and the convergence of media existing within these chat communities
    corecore