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A detailed and much needed examination of how systemic racism in the US shaped the culture, market logic, and production practices of video game developers from the 1970s until the 2010s. Offering historical analysis of the video game industries (console, PC, and indie) from a critical, political economic lens, this book specifically examines the history of how such practices created, enabled, and maintained racism through the imagined ‘gamer.’ The book explores how the cultural and economic landscape of the United States developed from the 1970s through the 2000s and explains how racist attitudes are reflected and maintained in the practices of video games production. These practices co...
Since the early days of the internet, there have been questions about how emerging technologies might one day liberate or further harm communities of color that already face structural inequalities of racism. As reliance on computing technologies increases, it is also important to address questions about racial bias in the design of digital platforms, labor inequalities in tech industries, and digital surveillance on Black and Brown communities. This textbook provides a comprehensive introduction to the theory and research on race and digital media. Focusing on the experiences of people of color in the United States, it explores the various ways that racism and white supremacy have shaped as...
"This book argues that the rampant hate-filled attacks against women online come are best understood as patterned resistance to women's political voice and visibility that coalesce into an often-unrecognized form of gender inequality that constrains women's use of digital public spaces, much as the pervasive threat of sexual intimidation and violence constrain women's freedom and comfort in physical public spaces. What's more, the abuse exacerbates inequality among women, as women of color, and Muslim, immigrant, and/or LBTQ women of all races, are disproportionately targeted. Drawing on in-depth interviews with women who have been on the receiving end of digital hate, Credible Threat shows ...
Winner, 2020 Outstanding Book Award, given by the International Communication Association Honorable Mention, 2020 Nancy Baym Book Award, given by the Association of Internet Researchers How the transformation of social media platforms and user-experience have redefined the entertainment industry In a little over a decade, competing social media platforms, including YouTube, Facebook, Twitter, Instagram, and Snapchat, have given rise to a new creative industry: social media entertainment. Operating at the intersection of the entertainment and interactivity, communication and content industries, social media entertainment creators have harnessed these platforms to generate new kinds of content...
"Stories of teen sexting scandals, cyberbullying, and image-based sexual abuse have become commonplace fixtures of the digital age, with many adults struggling to identify ways to monitor young people's digital engagement. In When Rape Goes Viral, Anna Gjika argues that rather than focusing on surveillance, we should examine such incidents for what they tell us about youth peer cultures and the gender norms and sexual ethics governing their interactions. Drawing from interviews with teens and high-profile cases of mediated juvenile sexual assault, Gjika exposes the deeply unequal and heteronormative power dynamics informing teens' intimate relationships and digital practices, and she critically interrogates the role of technological logics, digital cultures, and broader social values in sanctioning abuse. This book also explores the consequences of social media and digital evidence for young victim-survivors and perpetrators of sexual assault, detailing the paradoxical role of technology for social and legal responses to gender violence"--
Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress. The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deplo...
The rise of far-right communities on digital platforms is a global crisis. Digital Islamophobia tracks far-right groups where they are a virtual and vicious threat, exploring how these networks grow, develop, and circulate Islamophobic hate-speech on Twitter. Reconstructing this media ecosystem, Digital Islamophobia traces the reactionary political ideologies animating these groups through feminist data analytic techniques in a transnational study of German and American far-right, digitally networked users. This work illustrates far-right communities using data visualization techniques, identifies a taxonomy of user-types, analyzes themes and stories that motivate far-right users, and tracks...
This book argues that online harassment communities function as Alternate Reality Games (ARGs) where the collective goal is to ruin peoples’ lives. Framing these communities like ARGs highlights ways to limit their impact in the future, partly through offering people better ways to control their own safety online. The comparison also underlines the complicity of social networks in online harassment, since the communities use their designs as tools. Social networks know this, and need to work on minimizing the problem, or acknowledge that they are profiting through promoting abuse.
This volume addresses the persistent and frequently toxic associations between masculinity and games. It explores many of the critical issues in contemporary studies of masculinity—including issues of fatherhood, homoeroticism, eSports, fan cultures, and militarism—and their intersections with digital games, the contexts of their play, and the social futures associated with sustained involvement in gaming cultures. Unlike much of the research and public discourse that put the onus of “fixing” games and gaming cultures on those at its margins—women, LGBTQ, and people of color—this volume turns attention to men and masculinities, offering vital and productive avenues for both practical and theoretical intervention.