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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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Conclusion

Conclusion

A Future Free of Dickwolves

Chapter:
(p.201) Conclusion
Source:
Gaming at the Edge
Author(s):

Adrienne Shaw

Publisher:
University of Minnesota Press
DOI:10.5749/minnesota/9780816693153.003.0006

In this conclusion, I examine several recent attempts by the video game industry to revisit its past work on representation and generate new, more equitable models. I show how this industry project still has a very long way to go and needs much more integration of academic and activist critiques to be effective. Further, it requires more nuanced attention to the ways pleasure and play shape audiences’ relationships to games, which can ultimately provide a key insight into how video games and media more broadly offer models for what is and might be socially and politically possible.

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

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