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This essay examines the cultural specificity of the gangster genre. In hip-hop gangsta films, the inclusion of black women as central to the gangster business not only transforms the gangster genre but, more important, adheres to black cultural norms. The films New Jack City, Sugar Hill, and Set It Off serve as case studies.
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What could a history of game studies be from the perspective of a queer Chickasaw feminist scholar? Should this be a disciplining manifesto, a polemical call to arms for radical transformation, a survey of the existing scholarship that has thus far framed games ludologically as fun, as sportsmanship, as design, or as epic struggles for political power where the player rather ominously wins or dies? I’m a bit of an interloper as a recent arrival from Indigenous studies to video-game studies, a field that represents both the end of history and the ahistoricity of pop-culturally–oriented archives that are presentist at best, and at worst, complicit with an industry derived from settler militaristic technologies and platforms and compelled by niche markets to innovate faster and faster to saturate more and more households at the structural level of occupation. And then there is the problem of what the history of game studies has been: Greco-Roman, European, cis white male, heterosexual, orientalist, algorithmic, and code driven with the techno-optimism of Silicon Valley alongside Jane McGonigal’s fundamental belief that games have and will save the world once they unite the collective brain power of all the gamers and bend them to a single task—and if not all that, then peak 1980s geekery with a hint of liberal multiculturalism thrown in, if Ernest Cline’s Ready Player One is anything to go by. It is as if the history of game studies has only ever been an imperial read-only memory to be mined, played, and spatialized within the conscriptions of conquistador archives already known and yet to be discovered.
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Video games studies, including many of our most inspired written accounts of video game history, is very white. Stories about US video game pioneers, from engineers and designers to early adopters and arcade patrons, tend to be mostly about the white men who created, consumed, and periodically saved the industry. Even now that game history is on the verge of becoming as queer and ostensibly nonconformist as some aspects of its games and culture are theorized to be, these new avenues of critical investigation speak most directly to a queer mainstream that has always been constructed as white. Although there is much to be inspired by in the proliferation of emergent video game histories that are more gender-inclusive, trans, or so-called diverse, with few exceptions these progressive accounts still tend to be White. White. White. Black designers, players, blerds, and technocrats have been excluded from the canon of old and new video game histories in much the same way Frantz Fanon theorized that blackness functions as a fact: an outwardly defined pejorative social inscription that justifies its alienation and exclusion.
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This article attempts to explore the popularization of Japanese console games in China in the past two decades, which reveals the tripartite relationship of the nation-state, transnational cultural power, and local agents.1 This study focuses on the formation and development of the console game industry in a non-Western context, where the society has undergone dramatic transformations and has been largely influenced by the globalization process. Encountering social anti-gaming discourse and cultural protectionism, the importation and distribution of Japanese console games did not get support from the state. However, it found its way to the audience and gained popularity through piracy, the black market, and the local agents’ appropriation, becoming an integrated part of many Chinese early gamers’ lives. This article draws upon the intersection of cultural globalization with game studies, calling for an investigation into the complexity of the game industry through its sociohistorical, political, and cultural environment.
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This article addresses the proliferation of images and appearances in the realm of e-sports culture in urban China. The author’s findings are based upon ethnographic research and participant observation of e-sports audience members, teams, and tournaments, including the 2010 E-sports Champion League tournament in Beijing, the 2012 and 2013 World Cyber Games Festivals in Kunshan, and a 2014 Starcraft II tournament in Shanghai. A comparison of these events leads the author to argue that live e-sports events in China are less about spectatorship than they are about creating a spectacle that presents a carefully crafted vision of Chinese politics, nationalism, and capitalist consumer culture. In these cases, the participants and audience members are not only commodities to be sold but also a means of masking contradictory and highly ambivalent discourses about China’s role in technological production, digital game culture, and the promotion of the discourse of Internet addiction.
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This article examines North American (i.e., Canada and the United States) video game developers’ understanding of race, how they construct narratives when they include characters of different races, and some of the pressures that may shape that process. Discourse analyses of semistructured interview texts found that video game developers operate under an internalized pressure to create game narratives that are quickly understandable and, thus, sellable. This pressure is normatively internalized in the profession as an attempt to hedge against market uncertainty. Video game developers, therefore, depend on social beliefs from the “real world” to inform how video game players might receive their games as well as narratives and themes from past texts such as the works of J. R. R. Tolkien. Therefore, this article argues that racism might be enabled because it is believed to be a hedge against market uncertainty.
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Exploring issues of labor and inequality at the intersection of AAA and indie sectors, this article interrogates the perception of the indie sector as key to mitigating the production of racializing or racist game content. As developers are central to the industry and the larger games culture, their views reveal how indies are imagined as a privileged site free from economic pressures where racism can be ameliorated. Based on interviews with developers, I argue that the project to redress representational inequities within games is shifted on to indie developers, intensifying their emotional and cultural labor. Indie game developers are imagined as the solution, yet this perspective underestimates the precariousness of independent game production. Economic precariousness may encourage indies to repeat certain patterns of racial representation.
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Platformed racism offers a unique lens through which to investigate technological structures that enable racism. Online video games, such as EA Sports’ FIFA series — which dominates the soccer video game market share through its touted realism — feature these structures. Like many platforms, FIFA enables representations of real bodies (i.e., professional soccer players). But, unlike many games, FIFA enables game players to directly affect the creation/modification of these representation in the form of player character cards. Analyzing a census of six years of player cards, this study found that platformed racism was enabled because the game’s realism invited racism when players tried to maintain that realism. The study concludes that the catalyst for racism to emerge in FIFA was the drive towards realism.
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This article examines a terrain in which gender inclusion remains a challenge: competitive esports. In the male-dominated sphere of esports, the underrepresentation of women and nonbinary people often leaves these marginalized groups invisible, with a significant lack of women and nonbinary people competing in top-tier tournaments. We highlight the experience of Wang ‘BaiZe’ Xinyu, a Chinese Hearthstone player who became the first woman to compete in a Hearthstone Championship Tour event in the game’s 3-year history. The narrative surrounding BaiZe’s participation largely focused on her gender and ignored the achievements that led her to qualify for the event. We argue that BaiZe’s entrance to the championship scene was received negatively by both competitors and spectators, reinforcing barriers that exclude women and nonbinary people from entering this male-dominated space. The discrimination faced by these esports competitors reinforces sexism inherent not only in Hearthstone but also in esports in general.
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Extant research on e-sports has focused on the growth and value of the phenomenon, fandom, and participant experiences. However, there is a paucity of e-sports scholarship detailing women’s experiences from marginalized communities living in various conservative Muslim countries. This shortage of literature remains despite different radical Islamic groups’ consistent demand for banning several online video games and the Muslim youth’s resistance to these calls. This study aimed to understand the motives and lived experiences of Muslim women e-sports participants from Gilgit-Baltistan, Pakistan. The authors collected data via observations of online video games and in-depth interviews. The study participants revealed that they use e-sports as a vehicle for an oppositional agency and personal freedom from the patriarchal system. The findings also suggest that participants are facing systematic marginalization and grave intrusion of post-colonization. The study contributes to the limited scholarship concerning Indian subcontinent Muslim women’s e-sports participation.
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In Slave Revolt on Screen: The Haitian Revolution in Film and Video Games author Alyssa Goldstein Sepinwall analyzes how films and video games from around the world have depicted slave revolt, focusing on the Haitian Revolution (1791–1804). This event, the first successful revolution by enslaved people in modern history, sent shock waves throughout the Atlantic World. Regardless of its historical significance however, this revolution has become less well-known—and appears less often on screen—than most other revolutions; its story, involving enslaved Africans liberating themselves through violence, does not match the suffering-slaves-waiting-for-a-white-hero genre that pervades Hollywood treatments of Black history. Despite Hollywood’s near-silence on this event, some films on the Revolution do exist—from directors in Haiti, the US, France, and elsewhere. Slave Revolt on Screen offers the first-ever comprehensive analysis of Haitian Revolution cinema, including completed films and planned projects that were never made. In addition to studying cinema, this book also breaks ground in examining video games, a pop-culture form long neglected by historians. Sepinwall scrutinizes video game depictions of Haitian slave revolt that appear in games like the Assassin’s Creed series that have reached millions more players than comparable films. In analyzing films and games on the revolution, Slave Revolt on Screen calls attention to the ways that economic legacies of slavery and colonialism warp pop-culture portrayals of the past and leave audiences with distorted understandings.
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The popularity and visibility of video games within American popular culture is prompted debates within from a spectrum of institutions, ranging from the media and the academy to Main Street and the political sphere. Erasing the complexity, much of the discourse focuses instead on questions of violence and the impact of gaming culture on (White) American youth. While focusing on Grand Theft: San Andreas specifically, this essay explores the culture wars surrounding American video game culture, arguing that the moral panics directed at video games and the defenses/celebrations of virtual reality operate through dominant discourses and hegemonic ideologies of race. Erasing their racial content and textual support for state violence directed at communities of color, the dominant discourse concerning youth and video games rationalizes the fear and policing of Black and Brown communities.
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In several cities in the Southwest and Midwest with sizable enclaves of Chicanos, there are to be found considerable numbers of images that have become leitmotifs of Chicano art. In their ubiquity, these motifs demonstrate that the Chicano phase of Mexican-American art (from 1965 to the 1980s) was nationally dispersed, shared certain common philosophies, and established a network that promoted a hitherto nonexistent cohesion. In other words, it was a movement, not just an individual assembly of Mexican-descent artists. In what follows, Chicano art is examined as statements of a conquered and oppressed people countering oppression and determining their own destiny, though not all the producers of these images necessarily saw their production in the political way they are framed below. Examples have been chosen specifically to show how, in response to exploitation, artists have taken an affirmative stance celebrating race, ethnicity, and class.
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Michelle Browder’s “The Mothers of Gynecology” remembers Black women who endured surgeries without anesthesia, or consent.
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This book explores crucial moments in the emergence of feminine culture in Colombia hitherto unexamined in English-language criticism through an examination of the work of ground-breaking artist Débora Arango, best-selling novelist Laura Restrepo, and three generations of documentary filmmakers.
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Examines the soundscapes of Derek Jarman's film "Blue" (1993) and Isaac Julien's video installation 'True north' (2007), and the way they contribute to promoting embodied responses in the viewer. Draws on the writings of Luce Irigaray and Laura U. Marks to explore the relationship between haptic theory and queer spectatorship.
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The overlap of marginalised race and sexuality is highlighted in the 1990 documentary "Paris is burning" which depicts the life of New York's black and Latino drag queens. The author offers an analysis of the social circumstances that gave birth to this culture which originated in 1980s Harlem.
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Introduction and seven articles looking at the range of present-day queer cinema to be found.
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The Internet distribution of lesbian-focused films seen as an example of the ways in which independent producers and distributors are offering their films for sale on the web. Incl. a table comparing costs and number of films available across a range of legal and illegal sites.
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