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This book examines gender attitudes in Reddit’s popular video gaming community subreddit, r/gaming. Video gaming has long been understood as a masculinised social space and, while increasing numbers of girls and women now engage in the pastime, boys and men remain the predominant social actors. Furthermore, the gaming community has been widely identified as a prime case study in broader concerns around ‘toxic’ masculinity and gendered online harassment. However, there is also underexamined evidence of a growing movement in the community coming forward to voice its collective opposition. Utilising an innovative combination of computational and qualitative methods, the research undertaken here exposes this fuller picture, revealing significant contestation and a spectrum of attitudes that mark out this popular gaming community as a battleground for gender (in)equality. Students and scholars across a range of disciplines, including gender studies, media studies, cultural studies, sociology, games studies and computer sciences, will find this book of interest.
Bringing together leading scholars from media studies and digital sociology, this edited volume provides a comprehensive introduction to digital media metaphors, unpacking their power and limitations. Digital technologies have reshaped our way of life. To grasp their dynamics and implications, people often rely on metaphors to provide a shared frame of reference. Scholars, journalists, tech companies, and policymakers alike speak of digital clouds, bubbles, frontiers, platforms, trolls, and rabbit holes. Some of these metaphors distort the workings of the digital realm and neglect key consequences. This collection, structured in three parts, explores metaphors across digital infrastructures, content, and users. Within these parts, each chapter examines a specific metaphor that has become near-ubiquitous in public debate. Doing so, the book engages not only with the technological, but also the social, political, and environmental implications of digital technologies and relations. This unique collection will interest students and scholars of digital media and the broader fields of media and communication studies, sociology, and science and technology studies.
This book argues that videogames address contemporary, middle-class anxieties about poverty in the United States. The early chapters consider gaming as a modern form of slumming and explore the ways in which titles like The Elder Scrolls V: Skyrim and World of Warcraft thematize poverty. The argument turns to the field of literary studies to identify analytical frameworks for addressing and understanding these themes. Throughout, the book considers how the academic area of inquiry known as game studies has developed over time, and makes use of such scholarship to present, frame, and value its major claims and findings. In its conclusion, the book models how poverty themes might be identified and associated for the purpose of gaining greater insights into how games can shape, and also be shaped by, the player’s economic expectations.
Fandom, Now in Color gathers together seemingly contradictory narratives that intersect at the (in)visibility of race/ism in fandom and fan studies. This collection engages the problem by undertaking the different tactics of decolonization—diversifying methodologies, destabilizing canons of “must-read” scholarship by engaging with multiple disciplines, making whiteness visible but not the default against which all other kinds of racialization must compete, and decentering white fans even in those fandoms where they are the assumed majority. These new narratives concern themselves with a broad swath of media, from cosplay and comics to tabletop roleplay and video games, and fandoms from Jane the Virgin to Japan’s K-pop scene. Fandom, Now in Color asserts that no one answer or approach can sufficiently come to grips with the shifting categories of race, racism, and racial identity. Contributors: McKenna Boeckner, Angie Fazekas, Monica Flegel, Elizabeth Hornsby, Katherine Anderson Howell, Carina Lapointe, Miranda Ruth Larsen, Judith Leggatt, Jenni Lehtinen, joan miller, Swati Moitra, Samira Nadkarni, Indira Neill Hoch, Sam Pack, Rukmini Pande, Deepa Sivarajan, Al Valentín
This edited book demonstrates a new multidimensional comprehension of the relationship between war, the military and civil society by exploring the global rise of paramilitary culture. Moving beyond binary understandings that inform the militarization of culture thesis and examining various national and cultural contexts, the collection outlines ways in which a process of paramilitarization is shaping the world through the promotion of new warrior archetypes. It is argued that while the paramilitary hero is associated with military themes, their character is in tension with the central principals of modern military organization, something that often challenges the state’s perceived monopoly on violence. As such paramilitization has profound implications for institutional military identity, the influence of paramilitary organizations and broadly how organised violence is popularly understood
The Stones Cry Out is the story of Marco Lamadrid, an evangelical Christian in Latin America, who received a call to become a Catholic priest. Something happened to him one day when he stopped in a Catholic Church to admire the baroque art and had an experience that changed the direction of his entire life. When he left the baroque church a dream was born in his soul that led him to the United States and Rome. This is the story of how that dream became a nightmare and of his complete dedication to his faith and ideals throughout the various vicissitudes of his life. This is the story of that nightmare. About the Author: Son of an American mother and a Spanish father, Josue Raul Conte, a nati...
This book offers a trailblazing account of postfeminist sensibility as a digital feeling that shapes how we understand the world around us. It explores how we feel in a world where the digital has become intertwined with our intimate relationships to ourselves and to others. The book develops a novel approach that draws on feminist theories of affect, emotion, and structures of feeling, to analyse the entanglements of the digital and the non-digital, and the public and the private, and to show how good feeling shapes a contemporary moment that often leads us back to normativity and reproduces systemic inequality. This is achieved through several different digital media spheres, including: the Instagram account Barbie Savior, #fitspo content, TikTok influencers and their Get Ready With Me videos, the archive of hot men on TubeCrush, and the intimacies of the internet cat, suggesting that each offers a snapshot of our current emotional landscapes.
Aaron has run away from his foster home and is running away from a group of men, from whom he stole a wallet. He runs into a forest where he is bitten by a large animal. The boy is found by a writer who takes him home and the story unfolds
This book examines the resurgence of anti-Native Americanism since the start of Donald Trump’s bid for the US Presidency. From the time Trump announced his intention to run for president, racism directed towards Native Americans has become an increasingly visible part of cultural and political life in the United States. From the completion of the Dakota Access Pipeline to the controversies surrounding Elizabeth Warren’s identity, to open mockery by teenagers wearing MAGA hats, anti-Native Americanism is now at its most visible in the United States since the early twentieth century. This volume places this resurgent anti-Native Americanism into an appropriate contemporary context by demonstrating how historical forces have created the foundation upon which many of these controversies are built. Chapters examine three key processes in US history and how they have shaped today’s political climate: violence as a force of attitudinal change; the root issues at the heart of Native American identity politics; and the dismissal of modern Native American inequalities through a prolonged European American fascination with the imagery of the noble savage.
Why are women so frequently targeted with hate speech online and what can we do about it? Psychological explanations for the problem of woman-hating overlook important features of our social world that encourage latent feelings of hostility toward women, even despite our consciously-held ideals of equality. Louise Richardson-Self investigates the woman-hostile norms of the English-speaking internet, the ‘rules’ of engagement in these social spaces, and the narratives we tell ourselves about who gets to inhabit such spaces. It examines the dominant imaginings (images, impressions, stereotypes, and ideas) of women that are shared in acts of hate speech, highlighting their ‘emotional stic...