‘‘When Keeping it Real Goes Wrong’’: Resident Evil 5, Racial Representation, and Gamers

Type de ressource
Article de revue
Auteur/contributeur
Titre
‘‘When Keeping it Real Goes Wrong’’: Resident Evil 5, Racial Representation, and Gamers
Résumé
Videogames’ ability to depict cultural iconographies and characters have occasionally led to accusations of insensitivity. This article examines gamers’ reactions to a developer’s use of Africans as enemies in a survival horror videogame, Resident Evil 5. Their reactions offer insight into how videogames represent Whiteness and White privilege within the social structure of ‘‘play.’’ Omi and Winant’s (1994) racial formation theory notes that race is formed through cultural representations of human bodies organized in social structures. Accordingly, depictions of race in electronic spaces rely upon media imagery and social interactions. Videogames construct exotic fantasy worlds and peoples as places for White male protagonists to conquer, explore, exploit, and solve. Like their precursors in science fiction, fantasy, and horror, videogame narratives, activities, and players often draw from Western values of White masculinity, White privilege as bounded by conceptions of ‘‘other,’’ and relationships organized by coercion and domination.
Publication
Games and Culture
Volume
6
Numéro
5
Pages
429-452
Date
1 septembre 2011
Abrév. de revue
Games and Culture
Langue
Anglais
ISSN
1555-4120
Titre abrégé
‘‘When Keeping it Real Goes Wrong’’
Consulté le
03/08/2021 16:25
Catalogue de bibl.
SAGE Journals
Extra
Publisher: SAGE Publications
Référence
Brock, A. (2011). ‘‘When Keeping it Real Goes Wrong’’: Resident Evil 5, Racial Representation, and Gamers. Games and Culture, 6(5), 429‑452. https://doi.org/10.1177/1555412011402676
2. Auteur.rice.s et créateur.rice.s
4. Corpus analysé
4. Lieu de production du savoir
5. Pratiques médiatiques