9780323296496-0323296491-Race, Gender, and Deviance in Xbox Live: Theoretical Perspectives from the Virtual Margins (Theoretical Criminology)

Race, Gender, and Deviance in Xbox Live: Theoretical Perspectives from the Virtual Margins (Theoretical Criminology)

ISBN-13: 9780323296496
ISBN-10: 0323296491
Edition: First Edition
Author: Victor E. Kappeler, Kishonna L. Gray
Publication date: 2014
Publisher: Routledge
Format: Paperback 114 pages
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Book details

ISBN-13: 9780323296496
ISBN-10: 0323296491
Edition: First Edition
Author: Victor E. Kappeler, Kishonna L. Gray
Publication date: 2014
Publisher: Routledge
Format: Paperback 114 pages

Summary

Race, Gender, and Deviance in Xbox Live: Theoretical Perspectives from the Virtual Margins (Theoretical Criminology) (ISBN-13: 9780323296496 and ISBN-10: 0323296491), written by authors Victor E. Kappeler, Kishonna L. Gray, was published by Routledge in 2014. With an overall rating of 4.0 stars, it's a notable title among other Criminology (Social Sciences, Popular Culture, Women's Studies) books. You can easily purchase or rent Race, Gender, and Deviance in Xbox Live: Theoretical Perspectives from the Virtual Margins (Theoretical Criminology) (Paperback) from BooksRun, along with many other new and used Criminology books and textbooks. And, if you're looking to sell your copy, our current buyback offer is $0.3.

Description

Race, Gender, and Deviance in Xbox Live provides a much-needed theoretical framework for examining deviant behavior and deviant bodies within one of the largest virtual gaming communities―Xbox Live. Previous research on video games has focused mostly on violence and examining violent behavior resulting from consuming this medium. This limited scope has skewed criminologists' understanding of video games and video game culture. Xbox Live has proven to be more than just a gaming platform for users. It has evolved into a multimedia entertainment outlet for more than 20 million users. This book examines the nature of social interactions within Xbox Live, which are often riddled with deviant behavior, including but not limited to racism and sexism. The text situates video games within a hegemonic framework deploying whiteness and masculinity as the norm. The experiences of the marginalized bodies are situated within the framework of deviance as they fail to conform to the hegemonic norm and become victims of racism, sexism, and other types of harassment.

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