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
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