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

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


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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.

About Author

Kishonna L. Gray is an Assistant Professor in the School of Justice Studies at Eastern Kentucky University. She completed her Ph.D in Justice Studies at Arizona State University with a concentration in Media, Technology, & Culture. Her research and teaching interests incorporate an intersecting focus on marginalized identities (race, gender, class, sexuality, citizenship, etc.) and new media (online news forums, social media, virtual gaming communities). She has published in a variety of outlets, including Ada: A Journal of Gender, New Media, & Technology; New Review of Hypermedia and Multimedia; Crime, Media, Culture; the Bulletin of Science, Technology, & Society; Information, Communication, & Society; and the Journal of International and Intercultural Communication. Dr. Gray regularly posts to her blog at www.kishonnagray.com on topics related to race, gender, new media, and popular culture. She welcomes collaborations working with colleagues across the country, graduate students, and others interested in topics related to race, gender, new media, and video games.


Part I: The Games Chapter 1: Video Games as Ideological Projects Chapter 2: Racing and Gendering the Game Part II: The Gaming Space Chapter 3: Deviant Acts: Racism and Sexism in Virtual Gaming Communities Chapter 4: Deviant Bodies: Racism, Sexism, and Intersecting Oppressions Part III: The Solutions Chapter 5: Deviant Bodies Resisting Deviant Acts Chapter 6: Virtual Tools in the Virtual House?

Product Details

  • ISBN13: 9780323296496
  • Format: Paperback
  • Number Of Pages: 89
  • ID: 9780323296496
  • weight: 159
  • ISBN10: 0323296491

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