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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

(p.147) 4 When and Why Representation Matters to Players
Gaming at the Edge

Adrienne Shaw

University of Minnesota Press

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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