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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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When and Why Representation Matters to Players

When and Why Representation Matters to Players

Realism versus Escapism

Chapter:
(p.147) 4 When and Why Representation Matters to Players
Source:
Gaming at the Edge
Author(s):

Adrienne Shaw

Publisher:
University of Minnesota Press
DOI:10.5749/minnesota/9780816693153.003.0005

By contrasting diversity with pluralism (the industry’s currently favored form of representation), this chapter shows how the current market logic governing the games industry reproduces social violences. I argue that video games and other media need to offer a diverse view of the world, not simply a pluralistic and targeted version of representation.

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

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