Race, gender, and deviance in xbox live: Theoretical perspectives from the virtual margins

Kishonna L. Gray, Victor E. Kappeler

Research output: Book/ReportBookpeer-review

94 Scopus citations

Abstract

Race, Gender, and Deviance in Xbox Live provides a much-needed theoretical framework for examining deviant behavior and deviant bodies within one of the largest virtual gaming communities—Xbox Live. Previous research on video games has focused mostly on violence and examining violent behavior resulting from consuming this medium. This limited scope has skewed criminologists’ understanding of video games and video game culture. Xbox Live has proven to be more than just a gaming platform for users. It has evolved into a multimedia entertainment outlet for more than 20 million users. This book examines the nature of social interactions within Xbox Live, which are often riddled with deviant behavior, including but not limited to racism and sexism. The text situates video games within a hegemonic framework deploying whiteness and masculinity as the norm. The experiences of the marginalized bodies are situated within the framework of deviance as they fail to conform to the hegemonic norm and become victims of racism, sexism, and other types of harassment.

Original languageEnglish
Number of pages89
ISBN (Electronic)9781315721378
StatePublished - Jan 1 2014

Bibliographical note

Publisher Copyright:
© 2014 Taylor & Francis. All rights reserved.

ASJC Scopus subject areas

  • General Social Sciences

Fingerprint

Dive into the research topics of 'Race, gender, and deviance in xbox live: Theoretical perspectives from the virtual margins'. Together they form a unique fingerprint.

Cite this