Contents
Preface
Introduction. Clichés versus Women: Moving beyond Sexy Sidekicks
and Damsels in Distress
1. From Custer’s Revenge and Mario to Fable and Fallout: Race,
Gender, and Sexuality in Digital Games
2. Does Anyone Really Identify with Lara Croft? Unpacking
Identification in Video Games
3. He Could Be a Bunny Rabbit for All I Care! How We Connect with
Characters and Avatars
4. When and Why Representation Matters to Gamers: Realism versus
Escapism
Conclusion: A Future Free of Dickwolves
Acknowledgments
Notes
Gameography
Bibliography
Index
Adrienne Shaw is assistant professor of media studies and production at Temple University.
"Gaming at the Edge offers a fantastic intervention into not only
gaming, but media studies more broadly. Adrienne Shaw astutely
argues that our approach to understanding representation in games
has been far too simplistic and, through her careful fieldwork,
offers a rich framework for future studies. This is an important
book for not only those interested in gaming, but anyone thinking
about the complexities of representation and media."—T.L. Taylor,
MIT"Gaming at the Edge is the book that video game studies needs
right now. Adrienne Shaw explodes the notion that video game's
gender and race problems will be solved by greater representation
of these groups. "—Lisa Nakamura, author of Race After the
Internet
"Straight-forward, thoroughly argued and well-illustrated."—Digital
Culture and Education"In Gaming at the Edge, Shaw offers an astute
critique of come of the common wisdom about video games, their
players, and representation."—Women’s Review of Books"This is an
excellent, well-researched, and well-argued text that would be
welcomed by any researcher or designer interested in more fully
understanding the complexities of how identity relates to the world
of games and play."—American Journal of Play"Scholars of gender,
game studies, or media studies more generally would find Gaming at
the Edge to be a critical and thought-provoking analysis of race,
gender, and sexuality in video games."—Contemporary
Sociology"Shaw's book is valuable for the study of representation
across media and should be required reading on the politics,
possibilities, and problems of media
representation."—Communication, Culture & Critique"Shaw’s powerful
words evoke utopian visions of inclusivity and intersubjectivity
that are sure to serve as productive forces of inspiration in a
number of diverse disciplines."—The Geek Anthropologist"Shaw’s
Gaming at the Edge is both accessible and academic, and takes a
much-needed critical, sociopolitical stance on the importance of
diversity and inclusion in video games."—The Learned Fangirl"Shaw
is extremely skilled at conveying complex and important concepts in
an understandable and engrossing way."—International Journal of
Communication"Offers an ethnographic study that explores the ways
members of marginalized groups engage with video games, how the
ability to identify with the characters represented in games shapes
this engagement, and argues that ongoing conversations about
diversity in games should be reframed to account for the
intersectional nature of identity."—First Person Scholar
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