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Sam Srauy

Biographic Data

ID79844
NAMESam Srauy
GIVEN NAMESSam
FAMILY NAMESrauy
SIGNATURESRAUY S
AFFILIATIONSOakland University
ORCID0000-0002-6810-9403
VERIFIEDYes
TOTAL WORKS7
TOTAL CITATIONS20
AUTHOR COUNT7
EDITOR COUNT0
FIRST PUBLICATION YEAR2015
LATEST PUBLICATION YEAR2024
H-INDEX3
  • Race, Culture and the Video Game Industry: A Vicious Circuit

    Sam Srauy•BOOK•Race, Culture and the Video Game…•2024

    A detailed and much needed examination of how systemic racism in the US shaped the culture, market logic, and production practices of video game developers from the 1970s until the 2010s. Offering historical analysis of the video game industries (console, PC, and indie) from a critical, political economic lens, this book specifically examines the history of how such practices created, enabled, and maintained racism through the imagined ‘gamer.’ T…

  • Beware Asian Servers: Racialized Perceptions of Cheating and Skill Among Video Game Players

    Open Access•Christine Tomlinson, Sam Srauy•ARTICLE•AoIR Selected Papers of Internet…•2021

    The resurgent interest in cyberpunk in video game cultures centers the genre's historical and racially problematic themes. Moreover, competitive/online play and the attending toxicity, along with recent Covid-19 based anti-Asian sentiments center the need to theorize the discursive patterns in which these phenomena appear. Taking the recurring talk on various video game forums of isolating Asian servers because "Asians cheat" as a site of inquiry…

  • Realism in Fifa ? How social realism enabled platformed racism in a video game

    Open Access•Sam Srauy, John Cheney-Lippold•ARTICLE•First Monday•2019

    Platformed racism offers a unique lens through which to investigate technological structures that enable racism. Online video games, such as EA Sports’ FIFA series — which dominates the soccer video game market share through its touted realism — feature these structures. Like many platforms, FIFA enables representations of real bodies (i.e., professional soccer players). But, unlike many games, FIFA enables game players to directly affect the cre…

  • Precarity and Why Indie Game Developers Can’t Save Us from Racism

    Open Access•Sam Srauy•ARTICLE•Television & New Media•2019•Cited by: 3•References: 7

    Exploring issues of labor and inequality at the intersection of AAA and indie sectors, this article interrogates the perception of the indie sector as key to mitigating the production of racializing or racist game content. As developers are central to the industry and the larger games culture, their views reveal how indies are imagined as a privileged site free from economic pressures where racism can be ameliorated. Based on interviews with deve…

  • Professional Norms and Race in the North American Video Game Industry

    Open Access•Sam Srauy•ARTICLE•Games and Culture•2019•Cited by: 3•References: 37

    This article examines North American (i.e., Canada and the United States) video game developers' understanding of race, how they construct narratives when they include characters of different races, and some of the pressures that may shape that process. Discourse analyses of semistructured interview texts found that video game developers operate under an internalized pressure to create game narratives that are quickly understandable and, thus, se…

  • Histories of Hating

    Open Access•Tamara Shepherd, Alison Harvey et al.•ARTICLE•Social Media + Society•2015•Cited by: 13•References: 17

    This roundtable discussion presents a dialogue between digital culture scholars on the seemingly increased presence of hating and hate speech online. Revolving primarily around the recent #GamerGate campaign of intensely misogynistic discourse aimed at women in video games, the discussion suggests that the current moment for hate online needs to be situated historically. From the perspective of intersecting cultural histories of hate speech, disc…

  • The Limits of Social Media: What Social Media Can Be, and What We Should Hope They Never Become

    Open Access•Sam Srauy•ARTICLE•Social Media + Society•2015•Cited by: 1•References: 11

    Social media are among many tools that people use to articulate culture. However, it must be remembered that social media are websites that afford community building regardless of the morality, social benefit, or social detriment of the communities that get built. At their core, social media sites are products created by their respective corporations with the intent of monetizing the labor of their users. The values that these sites might offer a…

  • Histories of Hating

    Open Access•Tamara Shepherd, Alison Harvey et al.•ARTICLE•Social Media + Society•2015•Cited by: 13•References: 17

    This roundtable discussion presents a dialogue between digital culture scholars on the seemingly increased presence of hating and hate speech online. Revolving primarily around the recent #GamerGate campaign of intensely misogynistic discourse aimed at women in video games, the discussion suggests that the current moment for hate online needs to be situated historically. From the perspective of intersecting cultural histories of hate speech, disc…

  • Precarity and Why Indie Game Developers Can’t Save Us from Racism

    Open Access•Sam Srauy•ARTICLE•Television & New Media•2019•Cited by: 3•References: 7

    Exploring issues of labor and inequality at the intersection of AAA and indie sectors, this article interrogates the perception of the indie sector as key to mitigating the production of racializing or racist game content. As developers are central to the industry and the larger games culture, their views reveal how indies are imagined as a privileged site free from economic pressures where racism can be ameliorated. Based on interviews with deve…

  • Professional Norms and Race in the North American Video Game Industry

    Open Access•Sam Srauy•ARTICLE•Games and Culture•2019•Cited by: 3•References: 37

    This article examines North American (i.e., Canada and the United States) video game developers' understanding of race, how they construct narratives when they include characters of different races, and some of the pressures that may shape that process. Discourse analyses of semistructured interview texts found that video game developers operate under an internalized pressure to create game narratives that are quickly understandable and, thus, se…

  • The Limits of Social Media: What Social Media Can Be, and What We Should Hope They Never Become

    Open Access•Sam Srauy•ARTICLE•Social Media + Society•2015•Cited by: 1•References: 11

    Social media are among many tools that people use to articulate culture. However, it must be remembered that social media are websites that afford community building regardless of the morality, social benefit, or social detriment of the communities that get built. At their core, social media sites are products created by their respective corporations with the intent of monetizing the labor of their users. The values that these sites might offer a…

  • Histories of Hating

    Open Access•Tamara Shepherd, Alison Harvey et al.•ARTICLE•Social Media + Society•2015•Cited by: 13•References: 17

    This roundtable discussion presents a dialogue between digital culture scholars on the seemingly increased presence of hating and hate speech online. Revolving primarily around the recent #GamerGate campaign of intensely misogynistic discourse aimed at women in video games, the discussion suggests that the current moment for hate online needs to be situated historically. From the perspective of intersecting cultural histories of hate speech, disc…

  • The Limits of Social Media: What Social Media Can Be, and What We Should Hope They Never Become

    Open Access•Sam Srauy•ARTICLE•Social Media + Society•2015•Cited by: 1•References: 11

    Social media are among many tools that people use to articulate culture. However, it must be remembered that social media are websites that afford community building regardless of the morality, social benefit, or social detriment of the communities that get built. At their core, social media sites are products created by their respective corporations with the intent of monetizing the labor of their users. The values that these sites might offer a…

  • Realism in Fifa ? How social realism enabled platformed racism in a video game

    Open Access•Sam Srauy, John Cheney-Lippold•ARTICLE•First Monday•2019

    Platformed racism offers a unique lens through which to investigate technological structures that enable racism. Online video games, such as EA Sports’ FIFA series — which dominates the soccer video game market share through its touted realism — feature these structures. Like many platforms, FIFA enables representations of real bodies (i.e., professional soccer players). But, unlike many games, FIFA enables game players to directly affect the cre…

  • Precarity and Why Indie Game Developers Can’t Save Us from Racism

    Open Access•Sam Srauy•ARTICLE•Television & New Media•2019•Cited by: 3•References: 7

    Exploring issues of labor and inequality at the intersection of AAA and indie sectors, this article interrogates the perception of the indie sector as key to mitigating the production of racializing or racist game content. As developers are central to the industry and the larger games culture, their views reveal how indies are imagined as a privileged site free from economic pressures where racism can be ameliorated. Based on interviews with deve…

  • Professional Norms and Race in the North American Video Game Industry

    Open Access•Sam Srauy•ARTICLE•Games and Culture•2019•Cited by: 3•References: 37

    This article examines North American (i.e., Canada and the United States) video game developers' understanding of race, how they construct narratives when they include characters of different races, and some of the pressures that may shape that process. Discourse analyses of semistructured interview texts found that video game developers operate under an internalized pressure to create game narratives that are quickly understandable and, thus, se…

  • Beware Asian Servers: Racialized Perceptions of Cheating and Skill Among Video Game Players

    Open Access•Christine Tomlinson, Sam Srauy•ARTICLE•AoIR Selected Papers of Internet…•2021

    The resurgent interest in cyberpunk in video game cultures centers the genre's historical and racially problematic themes. Moreover, competitive/online play and the attending toxicity, along with recent Covid-19 based anti-Asian sentiments center the need to theorize the discursive patterns in which these phenomena appear. Taking the recurring talk on various video game forums of isolating Asian servers because "Asians cheat" as a site of inquiry…

  • Race, Culture and the Video Game Industry: A Vicious Circuit

    Sam Srauy•BOOK•Race, Culture and the Video Game…•2024

    A detailed and much needed examination of how systemic racism in the US shaped the culture, market logic, and production practices of video game developers from the 1970s until the 2010s. Offering historical analysis of the video game industries (console, PC, and indie) from a critical, political economic lens, this book specifically examines the history of how such practices created, enabled, and maintained racism through the imagined ‘gamer.’ T…

Computer Science (7 works) · Sociology (7 works) · Digital Games and Media (5 works) · Gender Studies (5 works) · Multimedia (5 works) · Political science (5 works) · Video game (5 works) · Law (4 works) · Psychology (4 works) · Racism (4 works)

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