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Playing with Culture: The Representation of Native Americans in Video Games
Başlık:
Playing with Culture: The Representation of Native Americans in Video Games
Yazar:
Wisniewski, Nicholas, author.
ISBN:
9780438015739
Yazar Ek Girişi:
Fiziksel Tanımlama:
1 electronic resource (146 pages)
Genel Not:
Source: Masters Abstracts International, Volume: 57-06M(E).
Includes supplementary digital materials.
Advisors: Cathy A. Small Committee members: Frederick P. Lampe; Kerry F. Thompson.
Özet:
In American society, the video game industry has continued to grow and has become an expansive and popular media format. In 2016 the Entertainment Software Association estimated that 63% of American households play video games with an average of 1.7 gamers in each family (ESA 2016), and it is not just the kids playing games. The average game player age today is 35 years old, with 41% being female gamers. Video games are now an important medium in which cultural perceptions are conveyed to members of both ethnic minorities and majorities in America. How are video games portraying who Native Americans are and what they are like? While some extensive anthropological studies have been conducted on the representation of race and ethnicity in video games (Brock 2011; Deskins 2013; Lammes 2010; Leonard 2003; Ortega-Grimaldo 2008; Sisler 2008), very few of them have focused on the representation of Native Americans.
This research project focuses on these representations and asks what they transmit about the history, racial themes, and characteristics of Native Americans. The images and actions that are portrayed within this media format are more influential than ever before. They have the ability to create and perpetuate social ideas, gender roles, and ethnic bias. Using the video games themselves as a data source, I evaluate the representations of Native Americans portrayed within them and answer the research questions of whether the imagery is historically accurate, what these representations reveal about the relationship between Native Americans and Western society, and whether the themes and stereotype they create are more positive or negative. These findings are then evaluated through the theories of Orientalism, Postcolonialism, and Critical Race Theory. While some of the games in this study have attributes of positive representations, the majority of the games fail to transcend the simplified patterns of representation which are common in the video game industry.
Notlar:
School code: 0391
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Yer Numarası | Demirbaş Numarası | Shelf Location | Lokasyon / Statüsü / İade Tarihi |
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XX(693697.1) | 693697-1001 | Proquest E-Tez Koleksiyonu | Arıyor... |
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