Bibliographie complète
Avatars of Whiteness: Racial Expression in Video Game Characters
Type de ressource
            Article de revue
        Auteur/contributeur
                    - Dietrich, David R. (Auteur)
Titre
            Avatars of Whiteness: Racial Expression in Video Game Characters
        Résumé
            Video games are an enormous segment of popular media today, comparable to tele-vision and movies. Moreover, video games represent a new form of media distinguishedfrom previous forms due to the interactive element, where game players have the ability to change and influence the game world. This paper contributes to the study of race and popular media by examining how race is presented in role-playing video games throughthe feature of avatar creation. Capabilities for avatar creation are analyzed in over sixty massively multiplayer online role-playing games (MMORPGs) in service as of early2010 and twenty offline role-playing games (RPGs) published over the past 10 years.The analysis shows that the vast majority of games, both online and offline, do not allow for the creation of avatars with a non-white racial appearance. Forcing an Angloappearance on avatars that purport to represent the player has the potential to reinforce asense of normative whiteness as well as shape the social composition of online worldsinto all-white virtual spaces, contributing to the creation of a virtual“white habitus.”
        Publication
            Sociological Inquiry
        Volume
            83
        Numéro
            1
        Pages
            82-105
        Date
            2013
        Langue
            Anglais
        ISSN
            0038-0245
        Titre abrégé
            Avatars of Whiteness
        Catalogue de bibl.
            WorldCat Discovery Service
        Référence
            Dietrich, D. R. (2013). Avatars of Whiteness: Racial Expression in Video Game Characters. Sociological Inquiry, 83(1), 82‑105. https://doi.org/10.1111/soin.12001
                1. Approches
            
            
        
                4. Corpus analysé
            
            
        
                4. Lieu de production du savoir
            
            
        
                5. Pratiques médiatiques
            
            
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