scholarly journals Understanding teenagers:Sex, brains and video games: a librarian’s guide to teens in the twenty-first century. By Jennifer B. Pierce. Chicago: American Library Association, 2008. 130 pp. US$35.00 (ALA members US$31.50). Soft cover ISBN 13: 9780838909515.

2009 ◽  
Vol 58 (1) ◽  
pp. 115-116
Author(s):  
Heather Fisher
The Race Card ◽  
2019 ◽  
pp. 113-137
Author(s):  
Tara Fickle

This chapter radically revises our understanding of game studies’ conceptual foundations by revealing the Orientalist assumptions embedded in Johan Huizinga’s Homo Ludens (1938) and Roger Caillois’s Man, Play, and Games (1958). These founding fathers’ discussions of play as a liberating “magic circle” have been endlessly cited, excerpted, and romanticized, most recently by popular and academic rhetoric extolling video games as the cure for a “broken” and alienating twenty-first-century reality. Unsurprisingly, contemporary scholars have regarded the patronizing and exotifying references to Japan and China which crop up nearly from the very first pages of these tomes as embarrassing but irrelevant signs of the times. Recontextualizing these early chapters within the longer and rarely read remainders of both monographs, however, reveals that those initial ludic schemas were in fact the raison d’être for an elaborate ethnocentric sociology that rationalized the cognitive and cultural inferiority of nonwhites by ranking them according to the “primitivity” of their play. Showing how these theorists legitimized their taxonomies by naturalizing fantasies of a ritualized, stagnant East and an innovative, rational West, this chapter demonstrates that Orientalist discourse was not tangential but essential to the seemingly global theories of play that form the basis of modern game studies.


Gaming Sexism ◽  
2020 ◽  
pp. 1-22
Author(s):  
Amanda C. Cote

Video games in the early twenty-first century face a deep contradiction. On the one hand, the spread of casual, social, and mobile games has led researchers, journalists, and players to believe that video gaming is opening up to previously marginalized audiences, especially women. At the same time, game culture has seen significant incidents of sexism and misogyny. The introduction outlines this contradiction and lays out the book’s key questions. First, how and why do these contradictory narratives coexist? Second, what impact does this have on marginalized game audiences, specifically women, as they try to enter game culture and spaces? And finally, what are the impacts of this struggle, and what can be learned from women’s strategies for managing their presence in a masculinized, often exclusionary space? The chapter also addresses the main theoretical concepts that undergird the book’s argument, including gender, hegemony, and feminism/postfeminism.


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