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Gaming at the EdgeSexuality and Gender at the Margins of Gamer Culture$
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Adrienne Shaw

Print publication date: 2015

Print ISBN-13: 9780816693153

Published to Minnesota Scholarship Online: August 2015

DOI: 10.5749/minnesota/9780816693153.001.0001

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He Could Be a Bunny Rabbit for All I Care!

He Could Be a Bunny Rabbit for All I Care!

How We Connect with Characters and Avatars

Chapter:
(p.97) 3 He Could Be a Bunny Rabbit for All I Care!
Source:
Gaming at the Edge
Author(s):

Adrienne Shaw

Publisher:
University of Minnesota Press
DOI:10.5749/minnesota/9780816693153.003.0004

Studies of identification in video games often conflate interactivity with identification. In this chapter I argue that in addition to the ludic, narrative, embodied, and social aspects of video games, researchers must also consider that different types of relationships between players and characters/avatars are made available in different types of game texts.

Keywords:   Video Games, Representation, Audience research, Identity, Identification, Gender, Race, Sexuality, LGBT, Queer

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