Woke Gaming
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Woke Gaming

Digital Challenges to Oppression and Social Injustice

Kishonna L. Gray, David J. Leonard, Kishonna L. Gray, David J. Leonard

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  1. 280 pages
  2. English
  3. PDF
  4. Available on iOS & Android
eBook - PDF

Woke Gaming

Digital Challenges to Oppression and Social Injustice

Kishonna L. Gray, David J. Leonard, Kishonna L. Gray, David J. Leonard

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About This Book

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 game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole. Drawing from groundbreaking research on counter and oppositional gaming and from popular games such as World of Warcraft and Tomb Raider, Woke Gaming examines resistance to problematic spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays seek to identify strategies to detox gaming culture and orient players and gamers toward progressive ends. From Anna Anthropy's Keep Me Occupied to Momo Pixel's Hair Nah, video games can reveal the power and potential for marginalized communities to resist, and otherwise challenge dehumanizing representations inside and outside of game spaces. In a moment of #MeToo, #BlackLivesMatter, and efforts to transform current political realities, Woke Gaming illustrates the power and potential of video games to foster change and become a catalyst for social justice.

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Information

Part 
1
Ethics, 
Violence, 
and 
Oppositional 
Gaming 
27
CHAPTER 
1
THE 
CORPOREAL 
ETHICS 
OF 
GAMING
Vulnerability, 
Mobility, 
and 
Social 
Gaming 
rob 
CovEr
G
aminG 
has 
traditionaLLy 
been 
viewed 
in 
public-sphere 
accounts 
as 
an 
unethical 
activity, 
external 
or 
oppositional 
to 
social 
justice 
claims 
related 
to 
the 
equitable 
distribution 
of 
wealth 
and 
oppor-
tunity 
and 
the 
inclusiveness 
for 
all 
in 
terms 
of 
genders 
and 
minority 
status. 
Indeed, 
gaming 
is 
often 
broadly 
depicted 
within 
masculine 
frame-
work 
of 
violence 
and 
domination, 
whether 
that 
be 
the 
violence 
portrayed 
in 
single-person 
shooter 
games; 
the 
militaristic 
basis 
of 
the 
single-person 
mode 
of 
gaming 
(McKosker 
2013, 
157); 
the 
racialized 
and 
gender 
stereo-
typing 
in 
game 
content 
(Leonard 
2006); 
the 
perceived 
risks 
to 
younger 
people 
participating 
in 
networked 
gaming 
and 
online 
encounters 
with 
strangers 
(Haddon 
and 
Livingstone 
2014, 
4); 
or 
the 
notions 
that 
playing 
short-term 
social 
games 
is 
an 
unproductive 
activity 
in 
which 
users 
expend 
unnecessary 
time 
while 
having 
finance 
or 
data 
extracted 
(Rossi 
2009). 
In 
these 
cases, 
the 
focus 
on 
gaming 
as 
an 
unethical 
activity 
that 
excludes 
social 
justice 
is 
based 
on 
its 
representation
and 
content
the 
narratives, 
the 
on-screen 
setting, 
the 
required 
actions 
to 
perform 
in 
the 
game, 
or 
the 
view 

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