Maquina de Quimeras - Raza y etnicidad en los juegos de video: racismo, odio y prejuicios (Spanish, Paperback)


Video games are increasingly becoming an important media today, despite the light connotation of its initial categorization. Today they are an industry that produces billions of dollars and em-ploys engineers and artists alike in an art form spanning interactive games, to virtual societies where millions of people dwell. However, like all human products, our same fears, flaws and xenophobia show in the games, with the reflection of hatred, racism and stereotypes that are our everyday experience. Also, because of the influence of other media, like television, with misrep-resentations of blacks, Latinos and other races, or the objectification of women are present in video games. The significant thing found researching for this assignment is that most of those who use these games are themselves part of minorities or races that are not exactly white Ameri-cans. Abuse of the frustrations and desires of the user, handling codes and the system answers of gamers to maintain the player engagement, has more resemblance to the use of illegal drugs than with art, but however, the complexity of the design, stories and global assessment, have led to other considerations by experts. Competing in the games could be considered as having more of escapism that the reality of engaging, but all human beings are expected in their tribes to compete and demonstrate their value as a member while complying with social norms or expectations. Same as satisfying or surrender to corporate or group interests. Here are some thoughts for the purpose of this study.

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Product Description

Video games are increasingly becoming an important media today, despite the light connotation of its initial categorization. Today they are an industry that produces billions of dollars and em-ploys engineers and artists alike in an art form spanning interactive games, to virtual societies where millions of people dwell. However, like all human products, our same fears, flaws and xenophobia show in the games, with the reflection of hatred, racism and stereotypes that are our everyday experience. Also, because of the influence of other media, like television, with misrep-resentations of blacks, Latinos and other races, or the objectification of women are present in video games. The significant thing found researching for this assignment is that most of those who use these games are themselves part of minorities or races that are not exactly white Ameri-cans. Abuse of the frustrations and desires of the user, handling codes and the system answers of gamers to maintain the player engagement, has more resemblance to the use of illegal drugs than with art, but however, the complexity of the design, stories and global assessment, have led to other considerations by experts. Competing in the games could be considered as having more of escapism that the reality of engaging, but all human beings are expected in their tribes to compete and demonstrate their value as a member while complying with social norms or expectations. Same as satisfying or surrender to corporate or group interests. Here are some thoughts for the purpose of this study.

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Product Details

General

Imprint

Editorial Letra Viva

Country of origin

United States

Release date

May 2014

Availability

Expected to ship within 10 - 15 working days

First published

May 2014

Authors

Dimensions

203 x 127 x 10mm (L x W x T)

Format

Paperback - Trade

Pages

182

ISBN-13

978-0-9961071-6-7

Barcode

9780996107167

Languages

value

Categories

LSN

0-9961071-6-9



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