Gender and Race in the Gaming World

Type de ressource
Chapitre de livre
Auteurs/contributeurs
Titre
Gender and Race in the Gaming World
Résumé
Age is not alone in shaping real and imagined differences in Internet use. Racial and gender-based stereotypes abound and need to be empirically challenged. This chapter explores the relationships between race, gender, sexuality, and digital cultures in one increasingly significant digital domain—gaming. With a review of previous scholarship on race, gender, and gaming, the author shows that we see few signs of a “post-racial” society being brought into being. In fact, gaming is a digital activity where racism and sexism are commonplace. The chapter thus leaves us with questions about why, when the Internet is a potentially powerful leveling tool in the quest for democracy and fairness, does it continue to be defined by egregious sexism and racism?
Titre du livre
Society and the Internet : how networks of information and communication are changing our lives
Lieu
Oxford
Maison d’édition
Oxford University Press
Date
18 juillet 2019
Pages
127-145
Langue
Anglais
ISBN
978-0-19-884349-8
Référence
Nakamura, L. (2019). Gender and Race in the Gaming World. Dans M. Graham et W. H. Dutton (dir.), Society and the Internet : how networks of information and communication are changing our lives (p. 127‑145). Oxford University Press. https://doi.org/10.1093/oso/9780198843498.003.0008
2. Auteur.rice.s et créateur.rice.s
4. Lieu de production du savoir
5. Pratiques médiatiques