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  • Culture, Community, and Educational Success

    Reimagining the Invisible Knapsack

    Series series Race and Education in the Twenty-First Century
    Many Black, Latinx, multiracial and ethnically diverse, first-generation college students turned PhDs—tie their academic success, achievements, and ability to navigate the difficult terrain of higher education back to the critical experiences and lessons learned in their home lives and through their cultural backgrounds. For them, culture matters. This book offers an opportunity for an anti ... Read more

    $93.99 USD

  • Intersectional Tech

    Black Users in Digital Gaming

    In Intersectional Tech: Black Users in Digital Gaming, Kishonna L. Gray interrogates blackness in gaming at the intersections of race, gender, sexuality, and (dis)ability. Situating her argument within the context of the concurrent, seemingly unrelated events of Gamergate and the Black Lives Matter movement, Gray highlights the inescapable chains that bind marginalized populations to stereotypical ... Read more

    $18.99 USD

  • Race, Gender, and Deviance in Xbox Live

    Theoretical Perspectives from the Virtual Margins—10th Anniversary Edition

    By focusing on the experiences of users, gamers, and audiences inside one of the world’s largest gaming communities (Xbox Live), this book provides an overview of the landscape, architecture, and socio-technical structure of console gaming. Building on previous research regarding race, gender, and technology, it provides a much-needed intersectional approach to virtual gaming communities. It draws ... Read more

    $58.99 USD

  • Woke Gaming

    Digital Challenges to Oppression and Social Injustice

    From #Gamergate to the 2016 election, to the daily experiences of marginalized perspectives, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within ... Read more

    $26.99 USD

  • Feminism in Play

    Series series Literature, Cultural and Media Studies (R0)
    Feminism in Play focuses on women as they are depicted in video games, as participants in games culture, and as contributors to the games industry. This volume showcases women’s resistance to the norms of games culture, as well as women’s play and creative practices both in and around the games industry. Contributors analyze the interconnections between games and the broader societal and ... Read more

    $40.99 USD

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  • Coming of Age in Second Life

    An Anthropologist Explores the Virtually Human

    Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are ... Read more

    $23.09 USD

  • Keywords for Media Studies

    Series Book 5 - Keywords
    Introduces key terms, research traditions, debates, and their histories, and offers a sense of the new frontiers and questions emerging in the field of media studiesKeywords for Media Studies introduces and aims to advance the field of critical media studies by tracing, defining, and problematizing its established and emergent terminology. The book historicizes thinking about media and society, ... Read more

    $21.99 USD

  • Communities of Play

    Emergent Cultures in Multiplayer Games and Virtual Worlds

    by Celia Pearce ...
    The odyssey of a group of “refugees” from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play ... Read more

    $21.99 USD

  • Cyberculture Theorists

    Manuel Castells and Donna Haraway

    by David Bell ...
    Series series Routledge Critical Thinkers
    This book surveys a ‘cluster’ of works that seek to explore the cultures of cyberspace, the Internet and the information society. It introduces key ideas, and includes detailed discussion of the work of two key thinkers in this area, Manuel Castells and Donna Haraway, as well as outlining the development of cyberculture studies as a field. To do this, the book also explores selected ‘moments’ in ... Read more

    $33.99 USD

  • The Ethics of Computer Games

    by Miguel Sicart ...
    Why computer games can be ethical, how players use their ethical values in gameplay, and the implications for game design.Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom ... Read more

    $18.99 USD

  • Media Life

    by Mark Deuze ...
    Research consistently shows how through the years more of our time gets spent using media, how multitasking our media has become a regular feature of everyday life, and that consuming media for most people increasingly takes place alongside producing media.Media Life is a primer on how we may think of our lives as lived in rather than with media. The book uses the way media function today as a ... Read more

    $24.00 USD

  • Ready Player Two

    Women Gamers and Designed Identity

    by Shira Chess ...
    Cultural stereotypes to the contrary, approximately half of all video game players are now women. A subculture once dominated by men, video games have become a form of entertainment composed of gender binaries. Supported by games such as Diner Dash, Mystery Case Files, Wii Fit, and Kim Kardashian: Hollywood—which are all specifically marketed toward women—the gamer industry is now a major part of ... Read more

    $15.99 USD