Gender and Race in the Gaming World

Lisa Nakamura
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引用次数: 8

Abstract

Age is not alone in shaping real and imagined differences in Internet use. Racial and gender-based stereotypes abound and need to be empirically challenged. This chapter explores the relationships between race, gender, sexuality, and digital cultures in one increasingly significant digital domain—gaming. With a review of previous scholarship on race, gender, and gaming, the author shows that we see few signs of a “post-racial” society being brought into being. In fact, gaming is a digital activity where racism and sexism are commonplace. The chapter thus leaves us with questions about why, when the Internet is a potentially powerful leveling tool in the quest for democracy and fairness, does it continue to be defined by egregious sexism and racism?
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游戏世界中的性别和种族
年龄并不是影响互联网使用中真实和想象差异的唯一因素。基于种族和性别的陈规定型观念比比皆是,需要在经验上加以挑战。这一章探讨了在一个日益重要的数字领域——游戏中种族、性别、性取向和数字文化之间的关系。通过回顾之前关于种族、性别和游戏的学术研究,作者表明我们几乎看不到“后种族”社会正在形成的迹象。事实上,游戏是一种种族主义和性别歧视司空见惯的数字活动。因此,这一章给我们留下了一个问题:当互联网在追求民主和公平的过程中成为一个潜在的强大的平衡工具时,为什么它仍然被严重的性别歧视和种族主义所定义?
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