TY - BOOK ID - 78644533 TI - Gaming representation AU - Malkowski, Jennifer AU - Russworm, TreaAndrea M PY - 2017 SN - 0253026601 9780253026606 9780253025739 0253025737 9780253026477 0253026474 PB - Bloomington DB - UniCat KW - Video games. KW - Sex in video games. KW - Video games KW - Television games KW - Videogames KW - Electronic games KW - Race in mass media. KW - Sex in mass media. KW - Race identity. KW - Gender identity. KW - Sex identity (Gender identity) KW - Sexual identity (Gender identity) KW - Identity (Psychology) KW - Sex (Psychology) KW - Queer theory KW - Black people KW - White people KW - Race identity of white people KW - Racial identity of white people KW - Whiteness (Race identity) KW - Race awareness KW - Black identity KW - Blackness (Race identity) KW - Negritude KW - Race identity of Black people KW - Racial identity of Black people KW - Ethnicity KW - Ethnic identity KW - Computer games KW - Internet games KW - Games KW - Gender dysphoria UR - https://www.unicat.be/uniCat?func=search&query=sysid:78644533 AB - Recent years have seen an increase in public attention to identity and representation in video games, including journalists and bloggers holding the digital game industry accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged far behind. Gaming Representation examines portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, the contributors to this volume push gaming scholarship to new levels of inquiry, theorizing, and imagination. ER -