Race, Gender, and Deviance in Xbox Live

Theoretical Perspectives from the Virtual Margins

Nonfiction, Social & Cultural Studies, Social Science, Crimes & Criminals, Criminology, Discrimination & Race Relations
Cover of the book Race, Gender, and Deviance in Xbox Live by Kishonna L. Gray, Taylor and Francis
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Author: Kishonna L. Gray ISBN: 9781317521792
Publisher: Taylor and Francis Publication: March 27, 2014
Imprint: Routledge Language: English
Author: Kishonna L. Gray
ISBN: 9781317521792
Publisher: Taylor and Francis
Publication: March 27, 2014
Imprint: Routledge
Language: English

Race, Gender, and Deviance in Xbox Live provides a much-needed theoretical framework for examining deviant behavior and deviant bodies within one of the largest virtual gaming communities—Xbox Live. Previous research on video games has focused mostly on violence and examining violent behavior resulting from consuming this medium. This limited scope has skewed criminologists' understanding of video games and video game culture. Xbox Live has proven to be more than just a gaming platform for users. It has evolved into a multimedia entertainment outlet for more than 20 million users. This book examines the nature of social interactions within Xbox Live, which are often riddled with deviant behavior, including but not limited to racism and sexism. The text situates video games within a hegemonic framework deploying whiteness and masculinity as the norm. The experiences of the marginalized bodies are situated within the framework of deviance as they fail to conform to the hegemonic norm and become victims of racism, sexism, and other types of harassment.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

Race, Gender, and Deviance in Xbox Live provides a much-needed theoretical framework for examining deviant behavior and deviant bodies within one of the largest virtual gaming communities—Xbox Live. Previous research on video games has focused mostly on violence and examining violent behavior resulting from consuming this medium. This limited scope has skewed criminologists' understanding of video games and video game culture. Xbox Live has proven to be more than just a gaming platform for users. It has evolved into a multimedia entertainment outlet for more than 20 million users. This book examines the nature of social interactions within Xbox Live, which are often riddled with deviant behavior, including but not limited to racism and sexism. The text situates video games within a hegemonic framework deploying whiteness and masculinity as the norm. The experiences of the marginalized bodies are situated within the framework of deviance as they fail to conform to the hegemonic norm and become victims of racism, sexism, and other types of harassment.

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