{"title":"\"活在你们的世界,玩在我们的世界\":种族、电子游戏和消费他者","authors":"David J. Leonard","doi":"10.3138/SIM.3.4.002","DOIUrl":null,"url":null,"abstract":"As the nascent field of computer games research and games studies develops, one rich area of study will be a semiotic analysis of the tropes, conventions, and ideological sub-texts of various games. This article examines the centrality of race and gender in the narrative, character development, and ideologies of platform video games, paying particular attention to the deployment of stereotypes, the connection between pleasure, fantasy and race, and their link to instruments of power. Video games represent a powerful instrument of hegemony, eliciting ideological consent through a spectrum of white supremacist projects.","PeriodicalId":206087,"journal":{"name":"Simile: Studies in Media & Information Literacy Education","volume":"9 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2003-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"141","resultStr":"{\"title\":\"“Live in Your World, Play in Ours”: Race, Video Games, and Consuming the Other\",\"authors\":\"David J. Leonard\",\"doi\":\"10.3138/SIM.3.4.002\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"As the nascent field of computer games research and games studies develops, one rich area of study will be a semiotic analysis of the tropes, conventions, and ideological sub-texts of various games. This article examines the centrality of race and gender in the narrative, character development, and ideologies of platform video games, paying particular attention to the deployment of stereotypes, the connection between pleasure, fantasy and race, and their link to instruments of power. Video games represent a powerful instrument of hegemony, eliciting ideological consent through a spectrum of white supremacist projects.\",\"PeriodicalId\":206087,\"journal\":{\"name\":\"Simile: Studies in Media & Information Literacy Education\",\"volume\":\"9 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2003-11-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"141\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Simile: Studies in Media & Information Literacy Education\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.3138/SIM.3.4.002\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Simile: Studies in Media & Information Literacy Education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3138/SIM.3.4.002","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
“Live in Your World, Play in Ours”: Race, Video Games, and Consuming the Other
As the nascent field of computer games research and games studies develops, one rich area of study will be a semiotic analysis of the tropes, conventions, and ideological sub-texts of various games. This article examines the centrality of race and gender in the narrative, character development, and ideologies of platform video games, paying particular attention to the deployment of stereotypes, the connection between pleasure, fantasy and race, and their link to instruments of power. Video games represent a powerful instrument of hegemony, eliciting ideological consent through a spectrum of white supremacist projects.