Putting the Gay in Games: Cultural Production and GLBT Content in Video Games

Dublin Core

Título

Putting the Gay in Games: Cultural Production and GLBT Content in Video Games

Autor

Adrienne Shaw

Data

Julho 1, 2009

Colaborador

Leticia Rodrigues

Idioma

en

Tipo

Journal Article

Zotero

Author

Adrienne Shaw

Tipo de Item

Journal Article

DOI

10.1177/1555412009339729

ISSN

1555-4120

Abstract Note

This article addresses gay, lesbian, bisexual, and transgender (GLBT) representation in video games from a cultural production perspective. It addresses how members of the video game industry account for the relative lack of GLBT representation in this medium. Previous studies have shown that certain stakeholders actively invest in GLBT representation in media. Factors in the inclusion of GLBT content include (a) the presence of motivated producers in the industry, those that are personally, politically, or commercially interested in GLBT content; (b) how the audience for a text or medium is constructed; (c) what the public backlash from both the GLBT community and conservative groups will be, as well as industry-based reprisals in the form of censorship or ratings; (d) the structure of the industry and how it is funded; and (e) how homosexuality, bisexuality, or transgender identities can be represented in the medium.

Access Date

2017-01-18 21:50:21

Data

Julho 1, 2009

Issue

3

Journal Abbreviation

Games and Culture

Idioma

en

Library Catalog

SAGE Journals

Páginas

228-253

Publication Title

Games and Culture

Short Title

Putting the Gay in Games

Título

Putting the Gay in Games: Cultural Production and GLBT Content in Video Games

URL

http://journals.sagepub.com/doi/abs/10.1177/1555412009339729

Volume

4