Description

Book Synopsis
Complicating perspectives on diversity in video gamesGamers have been troublemakers as long as games have existed. As our popular understanding of gamer shifts beyond its historical construction as a white, straight, adolescent, cisgender male, the troubles that emerge both confirm and challenge our understanding of identity politics. In Gamer Trouble, Amanda Phillips excavates the turbulent relationships between surface and depth in contemporary gaming culture, taking readers under the hood of the mechanisms of video games in order to understand the ways that difference gets baked into its technological, ludic, ideological, and social systems. By centering the insights of queer and women of color feminisms in readings of online harassment campaigns, industry animation practices, and popular video games like Portal and Mass Effect, Phillips adds essential analytical tools to our conversations about video games. She embraces the trouble that attends disciplinary crossroads, linking th

Trade Review
Gamer Trouble is a much-needed twist on representation, gaming culture, and the technology–human interaction through a feminist lens in gaming studies ... Embracing the generative power of troubling ruptures in gaming conversations, Phillips moves the discussion surrounding gaming studies toward a productive avenue that will change how understand the relationship between games, people, and politics. * The Journal of Popular Culture *
Absolutely essential reading for anyone interested in video games or game studies. Inspired by queer (and) women of color feminism, this much-needed, timely, and insightful book troubles the figure of the gamer and boldly shifts how we understand video games and their place in society. -- Bonnie Ruberg, author of Video Games Have Always Been Queer
As Phillips demonstrates, the gaming world is no stranger to the turbulence and struggle over meaning, identity, and culture. But by historicizing both the racism and sexism in the industry, Gamer Trouble demands a different kind of engagement by the user: one that does not shy away from this complexity. Rather, Phillips lifts the hood to understand how these histories are made both part and parcel of gameplay. -- Radhika Gajjala, author of Digital Diasporas: Labor and Affect in Gendered Indian Digital PublicsI learnt a lot from Gamer Trouble, from its feminist citational multiplicity, alternative methods of textual analysis, and inspirational structural flow. All of these will have a lasting influence towards my own approaches to studying and writing about video games. * First Person Scholar *

Gamer Trouble

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    A Paperback / softback by Amanda Phillips

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      Publisher: New York University Press
      Publication Date: 05/05/2020
      ISBN13: 9781479834921, 978-1479834921
      ISBN10: 1479834920

      Description

      Book Synopsis
      Complicating perspectives on diversity in video gamesGamers have been troublemakers as long as games have existed. As our popular understanding of gamer shifts beyond its historical construction as a white, straight, adolescent, cisgender male, the troubles that emerge both confirm and challenge our understanding of identity politics. In Gamer Trouble, Amanda Phillips excavates the turbulent relationships between surface and depth in contemporary gaming culture, taking readers under the hood of the mechanisms of video games in order to understand the ways that difference gets baked into its technological, ludic, ideological, and social systems. By centering the insights of queer and women of color feminisms in readings of online harassment campaigns, industry animation practices, and popular video games like Portal and Mass Effect, Phillips adds essential analytical tools to our conversations about video games. She embraces the trouble that attends disciplinary crossroads, linking th

      Trade Review
      Gamer Trouble is a much-needed twist on representation, gaming culture, and the technology–human interaction through a feminist lens in gaming studies ... Embracing the generative power of troubling ruptures in gaming conversations, Phillips moves the discussion surrounding gaming studies toward a productive avenue that will change how understand the relationship between games, people, and politics. * The Journal of Popular Culture *
      Absolutely essential reading for anyone interested in video games or game studies. Inspired by queer (and) women of color feminism, this much-needed, timely, and insightful book troubles the figure of the gamer and boldly shifts how we understand video games and their place in society. -- Bonnie Ruberg, author of Video Games Have Always Been Queer
      As Phillips demonstrates, the gaming world is no stranger to the turbulence and struggle over meaning, identity, and culture. But by historicizing both the racism and sexism in the industry, Gamer Trouble demands a different kind of engagement by the user: one that does not shy away from this complexity. Rather, Phillips lifts the hood to understand how these histories are made both part and parcel of gameplay. -- Radhika Gajjala, author of Digital Diasporas: Labor and Affect in Gendered Indian Digital PublicsI learnt a lot from Gamer Trouble, from its feminist citational multiplicity, alternative methods of textual analysis, and inspirational structural flow. All of these will have a lasting influence towards my own approaches to studying and writing about video games. * First Person Scholar *

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