2
10
633
-
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Bibliografia sobre Gênero e Jogos
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Gaming at the edge: sexuality and gender at the margins of gamer culture
Type
The nature or genre of the resource
Book
Creator
An entity primarily responsible for making the resource
Adrienne Shaw
Date
A point or period of time associated with an event in the lifecycle of the resource
2014
Language
A language of the resource
English
Zotero
Title
Gaming at the edge: sexuality and gender at the margins of gamer culture
Item Type
Book
Author
Adrienne Shaw
URL
http://lib.myilibrary.com?id=688778
ISBN
978-1-4529-4345-9
Date
2014
Extra
OCLC: 900242374
Access Date
2016-07-11 12:29:36
Library Catalog
Open WorldCat
Language
English
Abstract Note
"Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter. In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates. Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture."--
Short Title
Gaming at the edge
-
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Capítulos de livros
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Gamasutra: Adrienne Shaw's Blog - Nice when it happens: Thinking differently about questions of representation in video games
Type
The nature or genre of the resource
Web Page
Creator
An entity primarily responsible for making the resource
Adrienne SHAW
Zotero
Title
Gamasutra: Adrienne Shaw's Blog - Nice when it happens: Thinking differently about questions of representation in video games
Item Type
Web Page
Author
Adrienne SHAW
URL
http://gamasutra.com/blogs/AdrienneShaw/20141215/232225/Nice_when_it_happens_Thinking_differently_about_questions_of_representation_in_video_games.php
Access Date
2016-04-14 13:43:44
Attachment Title
Gamasutra: Adrienne Shaw's Blog - Nice when it happens: Thinking differently about questions of representation in video games
games
Gender
jogos
representação
representation
Videogames
-
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Pesquisa Acadêmica
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Where is the Queerness in Games?: Types of Lesbian, Gay, Bisexual, Transgender, and Queer Content in Digital Games
Type
The nature or genre of the resource
Journal Article
Creator
An entity primarily responsible for making the resource
Adrienne Shaw
Elizaveta Friesem
Rights
Information about rights held in and over the resource
The International Journal of Communication is an academic journal. As such, it is dedicated to the open exchange of information. For this reason, IJoC is freely available to individuals and institutions. Copies of this journal or articles in this journal may be distributed for research or educational purposes free of charge and without permission. However, commercial use of the IJoC website or the articles contained herein is expressly prohibited without the written consent of the editor. Authors who publish in The International Journal of Communication will release their articles under the Creative Commons Attribution Non-Commercial No Derivatives (by-nc-nd) license . This license allows anyone to copy and distribute the article for non-commercial purposes provided that appropriate attribution is given. For details of the rights authors grants users of their work, see the "human-readable summary" of the license , with a link to the full license. (Note that "you" refers to a user, not an author, in the summary.) This journal utilizes the LOCKSS system to create a distributed archiving system among participating libraries and permits those libraries to create permanent archives of the journal for purposes of preservation and restoration. The publisher perpetually authorizes participants in the LOCKSS system to archive and restore our publication through the LOCKSS System for the benefit of all LOCKSS System participants. Specifically participating libraries may: Collect and preserve currently accessible materials; Use material consistent with original license terms; Provide copies to other LOCKSS appliances for purposes of audit and repair. Fair Use The U.S. Copyright Act of 1976 specifies, in Section 107, the terms of the Fair Use exception: Notwithstanding the provisions of sections 106 and 106A, the fair use of a copyrighted work, including such use by reproduction in copies or phonorecords or by any other means specified by that section, for purposes such as criticism, comment, news reporting, teaching (including multiple copies for classroom use), scholarship, or research, is not an infringement of copyright. In determining whether the use made of a work in any particular case is a fair use the factors to be considered shall include: the purpose and character of the use, including whether such use is of a commercial nature or is for nonprofit educational purposes; the nature of the copyrighted work; the amount and substantiality of the portion used in relation to the copyrighted work as a whole; & the effect of the use upon the potential market for or value of the copyrighted work. The fact that a work is unpublished shall not itself bar a finding of fair use if such finding is made upon consideration of all the above factors. In accord with these provisions, the International Journal of Communication believes in the vigorous assertion and defense of Fair Use by scholars engaged in academic research, teaching and non-commercial publishing. Thus, we view the inclusion of “quotations” from existing print, visual, audio and audio-visual texts to be appropriate examples of Fair Use, as are reproductions of visual images for the purpose of scholarly analysis. We encourage authors to obtain appropriate permissions to use materials originally produced by others, but do not require such permissions as long as the usage of such materials falls within the boundaries of Fair Use. The International Journal of Communication encourages authors to employ fair use in their scholarly publishing wherever appropriate. Fair use is the right to use unlicensed copyrighted material (whether it is text, images, audio-visual, or other) in your own work, in some circumstances. We consult the Code of Best Practices in Fair Use for Scholarly Research in Communication , created by the International Communication Association and endorsed by the National Communication Association, and you should too. If you have any questions about whether fair use applies to your uses of copyrighted material (whether it is text, images, audio-visual, or other) in your scholarship, simply include your rationale, grounded in the Best Practices, as a supplementary document with your submission.
Date
A point or period of time associated with an event in the lifecycle of the resource
2016/07/27
Language
A language of the resource
en
Zotero
Title
Where is the Queerness in Games?: Types of Lesbian, Gay, Bisexual, Transgender, and Queer Content in Digital Games
Item Type
Journal Article
Author
Adrienne Shaw
Elizaveta Friesem
URL
http://ijoc.org/index.php/ijoc/article/view/5449
Rights
The International Journal of Communication is an academic journal. As such, it is dedicated to the open exchange of information. For this reason, IJoC is freely available to individuals and institutions. Copies of this journal or articles in this journal may be distributed for research or educational purposes free of charge and without permission. However, commercial use of the IJoC website or the articles contained herein is expressly prohibited without the written consent of the editor. Authors who publish in The International Journal of Communication will release their articles under the Creative Commons Attribution Non-Commercial No Derivatives (by-nc-nd) license . This license allows anyone to copy and distribute the article for non-commercial purposes provided that appropriate attribution is given. For details of the rights authors grants users of their work, see the "human-readable summary" of the license , with a link to the full license. (Note that "you" refers to a user, not an author, in the summary.) This journal utilizes the LOCKSS system to create a distributed archiving system among participating libraries and permits those libraries to create permanent archives of the journal for purposes of preservation and restoration. The publisher perpetually authorizes participants in the LOCKSS system to archive and restore our publication through the LOCKSS System for the benefit of all LOCKSS System participants. Specifically participating libraries may: Collect and preserve currently accessible materials; Use material consistent with original license terms; Provide copies to other LOCKSS appliances for purposes of audit and repair. Fair Use The U.S. Copyright Act of 1976 specifies, in Section 107, the terms of the Fair Use exception: Notwithstanding the provisions of sections 106 and 106A, the fair use of a copyrighted work, including such use by reproduction in copies or phonorecords or by any other means specified by that section, for purposes such as criticism, comment, news reporting, teaching (including multiple copies for classroom use), scholarship, or research, is not an infringement of copyright. In determining whether the use made of a work in any particular case is a fair use the factors to be considered shall include: the purpose and character of the use, including whether such use is of a commercial nature or is for nonprofit educational purposes; the nature of the copyrighted work; the amount and substantiality of the portion used in relation to the copyrighted work as a whole; & the effect of the use upon the potential market for or value of the copyrighted work. The fact that a work is unpublished shall not itself bar a finding of fair use if such finding is made upon consideration of all the above factors. In accord with these provisions, the International Journal of Communication believes in the vigorous assertion and defense of Fair Use by scholars engaged in academic research, teaching and non-commercial publishing. Thus, we view the inclusion of “quotations” from existing print, visual, audio and audio-visual texts to be appropriate examples of Fair Use, as are reproductions of visual images for the purpose of scholarly analysis. We encourage authors to obtain appropriate permissions to use materials originally produced by others, but do not require such permissions as long as the usage of such materials falls within the boundaries of Fair Use. The International Journal of Communication encourages authors to employ fair use in their scholarly publishing wherever appropriate. Fair use is the right to use unlicensed copyrighted material (whether it is text, images, audio-visual, or other) in your own work, in some circumstances. We consult the Code of Best Practices in Fair Use for Scholarly Research in Communication , created by the International Communication Association and endorsed by the National Communication Association, and you should too. If you have any questions about whether fair use applies to your uses of copyrighted material (whether it is text, images, audio-visual, or other) in your scholarship, simply include your rationale, grounded in the Best Practices, as a supplementary document with your submission.
Volume
10
Pages
13
Publication Title
International Journal of Communication
ISSN
1932-8036
Date
2016/07/27
Access Date
2017-01-18 22:36:06
Library Catalog
ijoc.org
Language
en
Short Title
Where is the Queerness in Games?
Attachment Title
Snapshot
Gender
LGBTQ
queer
representation
sexuality
Video Games
-
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Pesquisa Acadêmica
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
What Is Video Game Culture? Cultural Studies and Game Studies
Type
The nature or genre of the resource
Journal Article
Creator
An entity primarily responsible for making the resource
Adrienne Shaw
Date
A point or period of time associated with an event in the lifecycle of the resource
Outubro 1, 2010
Language
A language of the resource
en
Zotero
Title
What Is Video Game Culture? Cultural Studies and Game Studies
Item Type
Journal Article
Author
Adrienne Shaw
URL
http://journals.sagepub.com/doi/abs/10.1177/1555412009360414
Volume
5
Issue
4
Pages
403-424
Publication Title
Games and Culture
ISSN
1555-4120
Date
Outubro 1, 2010
Journal Abbreviation
Games and Culture
DOI
10.1177/1555412009360414
Access Date
2017-01-18 22:35:07
Library Catalog
SAGE Journals
Language
en
Abstract Note
What is video game culture, however? What does it mean to have a culture defined by the consumption of a particular medium? Moreover, what are the implications of defining this culture in a particular way? While there has been a great deal of ink split on video game culture, the actual definition of the term is often treated as common sense. Unpacking the discourses surrounding ‘‘video game culture’’ allows us to see the power dynamics involved in attributing certain characteristics to it, as well as naming it ‘‘video game culture’’ as such. This has implications for how video games are studied and is connected with how culture is studied more broadly. By critically examining how video game culture has been defined in both press and academic articles, this paper illuminates how this definition has limited the study of video games and where it can move.
Short Title
What Is Video Game Culture?
-
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Pesquisa Acadêmica
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Rethinking Game Studies: A case study approach to video game play and identification
Type
The nature or genre of the resource
Journal Article
Creator
An entity primarily responsible for making the resource
Adrienne Shaw
Date
A point or period of time associated with an event in the lifecycle of the resource
12 Nov 2013
Language
A language of the resource
en
Zotero
Title
Rethinking Game Studies: A case study approach to video game play and identification
Item Type
Journal Article
Author
Adrienne Shaw
URL
http://www.tandfonline.com/doi/abs/10.1080/15295036.2012.701013
Publication Title
Critical Studies in Media Communication
ISSN
10.1080/15295036.2012.701013
Date
12 Nov 2013
Archive Location
world
Access Date
2017-01-18 21:51:31
Library Catalog
www.tandfonline.com
Language
en
Abstract Note
(2013). Rethinking Game Studies: A case study approach to video game play and identification. Critical Studies in Media Communication: Vol. 30, No. 5, pp. 347-361. doi: 10.1080/15295036.2012.701013
Short Title
Rethinking Game Studies
Attachment Title
Snapshot
-
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Pesquisa Acadêmica
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Queer technologies: affordances, affect, ambivalence
Type
The nature or genre of the resource
Journal Article
Creator
An entity primarily responsible for making the resource
Adrienne Shaw
Katherine Sender
Date
A point or period of time associated with an event in the lifecycle of the resource
Janeiro 1, 2016
Zotero
Title
Queer technologies: affordances, affect, ambivalence
Item Type
Journal Article
Author
Adrienne Shaw
Katherine Sender
URL
http://dx.doi.org/10.1080/15295036.2015.1129429
Volume
33
Issue
1
Pages
1-5
Publication Title
Critical Studies in Media Communication
ISSN
1529-5036
Date
Janeiro 1, 2016
DOI
10.1080/15295036.2015.1129429
Access Date
2017-01-18 21:51:09
Library Catalog
Taylor and Francis+NEJM
Short Title
Queer technologies
Attachment Title
Snapshot
-
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Pesquisa Acadêmica
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Putting the Gay in Games: Cultural Production and GLBT Content in Video Games
Type
The nature or genre of the resource
Journal Article
Creator
An entity primarily responsible for making the resource
Adrienne Shaw
Date
A point or period of time associated with an event in the lifecycle of the resource
Julho 1, 2009
Language
A language of the resource
en
Contributor
An entity responsible for making contributions to the resource
Leticia Rodrigues
Zotero
Title
Putting the Gay in Games: Cultural Production and GLBT Content in Video Games
Item Type
Journal Article
Author
Adrienne Shaw
URL
http://journals.sagepub.com/doi/abs/10.1177/1555412009339729
Volume
4
Issue
3
Pages
228-253
Publication Title
Games and Culture
ISSN
1555-4120
Date
Julho 1, 2009
Journal Abbreviation
Games and Culture
DOI
10.1177/1555412009339729
Access Date
2017-01-18 21:50:21
Library Catalog
SAGE Journals
Language
en
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.
Short Title
Putting the Gay in Games
-
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Pesquisa Acadêmica
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
On Not Becoming Gamers: Moving Beyond the Constructed Audience
Type
The nature or genre of the resource
Journal Article
Creator
An entity primarily responsible for making the resource
Adrienne Shaw
Date
A point or period of time associated with an event in the lifecycle of the resource
June 2013, 2013
Contributor
An entity responsible for making contributions to the resource
Leticia Rodrigues
Zotero
Title
On Not Becoming Gamers: Moving Beyond the Constructed Audience
Item Type
Journal Article
Author
Adrienne Shaw
URL
http://adanewmedia.org/2013/6/issue2-shaw/
Issue
2
Publication Title
Ada: A Journal of Gender, New Media, and Technology, Ada: A Journal of Gender, New Media, and Technology
ISSN
2325-0496
Date
June 2013, 2013
DOI
10.7264/N33N21B3
Access Date
2017-01-18 21:49:35
Library Catalog
adanewmedia.org
Abstract Note
Shaw discusses gamer identity and the intersections of investment in a medium, audience construction, and diversity of identities represented in game texts.
Short Title
On Not Becoming Gamers
Attachment Title
Snapshot
-
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Pesquisa Acadêmica
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Identity, Identification, and Media Representation in Video Game Play: An audience reception study
Type
The nature or genre of the resource
Journal Article
Creator
An entity primarily responsible for making the resource
Adrienne Shaw
Date
A point or period of time associated with an event in the lifecycle of the resource
2010-12-22
Contributor
An entity responsible for making contributions to the resource
Leticia Rodrigues
Zotero
Title
Identity, Identification, and Media Representation in Video Game Play: An audience reception study
Item Type
Journal Article
Author
Adrienne Shaw
URL
http://repository.upenn.edu/edissertations/286
Publication Title
Publicly Accessible Penn Dissertations
Date
2010-12-22
Short Title
Identity, Identification, and Media Representation in Video Game Play
Attachment Title
"Identity, Identification, and Media Representation in Video Game Play:" by Adrienne Shaw
-
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Pesquisa Acadêmica
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Do you identify as a gamer? Gender, race, sexuality, and gamer identity
Type
The nature or genre of the resource
Journal Article
Creator
An entity primarily responsible for making the resource
Adrienne Shaw
Date
A point or period of time associated with an event in the lifecycle of the resource
Fevereiro 1, 2012
Language
A language of the resource
en
Zotero
Title
Do you identify as a gamer? Gender, race, sexuality, and gamer identity
Item Type
Journal Article
Author
Adrienne Shaw
URL
http://dx.doi.org/10.1177/1461444811410394
Volume
14
Issue
1
Pages
28-44
Publication Title
New Media & Society
ISSN
1461-4448
Date
Fevereiro 1, 2012
Journal Abbreviation
New Media & Society
DOI
10.1177/1461444811410394
Access Date
2017-01-18 21:46:15
Library Catalog
SAGE Journals
Language
en
Abstract Note
The demand for minority representation in video games often focuses on proving that members of marginalized groups are gamers. In turn, it is asserted that the gaming industry should focus on appealing to these players via targeted content. Being targeted as a gamer, however, does not a gamer make. Identity as a gamer intersects with other identities like gender, race, and sexuality. Negative connotations about gaming lead people to not identify as gamers, and even to not play video games. This article concludes, based on interview data, that those invested in diversity in video games must focus their attention on the construction of the medium, and not the construction of the audience as such. This shift in academic attention is necessary to develop arguments for representation in games that do not rely on marking groups as specific kinds of gaming markets via identifiers like gender, race, and sexuality.
Short Title
Do you identify as a gamer?
Attachment Title
SAGE PDF Full Text