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Race and the First-Person Shooter

Challenging the Video Gamer in BioShock Infinite

Bibliographic Data

ID11660535
AuthorsDiana Adesola Mafe (corresponding author)
Year2015
Volume30
Issue2
Pages89-123
Publication date2015-09-01
Open AccessNo
TypeARTICLE
VenueCamera Obscura Feminism Culture and Media Studies (JOURNAL)
Journal identifiersISSN: 0270-5346 • E-ISSN: 1529-1510
PublisherDuke University Press (PUBLISHER • US)
DOI10.1215/02705346-3078336
OpenAlexW2340472966
LanguageEN
Citations received1

This article argues that the 2013 first-person shooter (FPS) video game BioShock Infinite (2K Games) challenges gamers in its representations of race. Launched in 2007, the BioShock franchise has a reputation for thoughtful dystopian narratives, beautiful retro worlds, and addictive gameplay. As the latest installment in an award-winning franchise, BioShock Infinite entices players on reputation alone. Although the game's marketing presents it as a clichéd FPS game with a stereotypical white male hero and nonstop action, BioShock Infinite regularly interrogates its own models of hegemonic power through both the narrative and the gameplay. This article tracks the ways in which the game encourages the player to notice and engage with white supremacism and race relations in an allegorical American context. The early twentieth-century world of Columbia functions not only as a playground for the player but also as a proving ground where social mores are repeatedly tested. Practices such as lynching, segregation, and phrenology are woven into the narrative and the player must sometimes literally decide whether to endorse or oppose the racism modeled in the game. The hack-and-slash gameplay also becomes inextricable from the racial identities and views of both the protagonist and his enemies. In this way, BioShock Infinite balances gaming as entertainment with gaming as education and contributes to the broader debate around the social function of video games

Advertising · Aesthetics · Art · Context (archaeology · Game design · HERO · Literature · Media studies · Metagaming · Multimedia · Narrative · Sociology · Turns, rounds and time-keeping systems in games · Video game · Video game culture · Video game design · White (mutation · Computer Science · Digital Games and Media · Educational Games and Gamification · Gender, Feminism, and Media · History · Psychology

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Citation span2023 - 2023 (1)
Highly citedNo

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