We Are the Champions? Performing whiteness in Ascension
Dawn of Champions
Bibliographic Data
| ID | 21629797 |
|---|---|
| Authors | Sabine Harrer (0000-0002-4035-0748, Tampere University, corresponding author) |
| Year | 2021 |
| Volume | 52 |
| Issue | 5 |
| Pages | 533-553 |
| Publication date | 2021-10-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Simulation & Gaming (JOURNAL) |
| Journal identifiers | ISSN: 1046-8781 • E-ISSN: 1552-826X |
| Publisher | SAGE Publications (PUBLISHER • US) |
| DOI | 10.1177/1046878120982014 |
| OpenAlex | W3116616857 |
| Language | EN |
| Citations received | 1 |
| References cited | 41 |
Background. Building on previous studies on racism and whiteness in video games, this article investigates how deck building games provide platforms for identity tourism, the symbolic appropriation of marginalised experiences, through their coupling of mechanics and racial stereotypes. Aims. The aim is to contribute to our understanding how dominant ideologies are expressed through simulation and gaming in a deck building context and how games similar to ASCENSION: DAWN OF CHAMPIONS (henceforth A: DOC) perpetuate racism and coloniality through gameplay design. This is part of an ongoing game studies effort to critique white supremacist and imperial structures in games. Method. In this article, I conduct a first-person close reading of A: DOC as an emblematic case study for contemporary deck building design. Using critical whiteness theory, I pay special attention to the gameplay design of the four Champion characters Nairi, Kor, Sadranis, and Dhartha in order to demonstrate the interplay of ludic, racial, and social performative elements in the construction of playful identities. Analysis. The deck building principles of A: DOC provides a racial pedagogical arena which creates affective links between gameplay and white supremacist values. In coupling digital deck building mechanics with stereotypical fantasy characters, the game invites players to take the roles of fantasy tourists and thereby become implicit in white supremacist play. Even though the characters Nairi, Kor, Sadranis and Dhartha are leaders of different genders and races, their “diversity” is established via popular racial cybertypes like the white female diversity advocate, the technologically advanced white male emperor, the aggressive Black male, and the Asian male exotic Oriental
Aesthetics · Art · Fantasy · Ideology · Literature · Performative utterance · Political science · Politics · Racism · Sociology · Digital Games and Media · Gender Studies · Media, Gender, and Advertising · Sport and Mega-Event Impacts
Inside women's magazines
Cybertypes
Critical Play
There and Back Again
Race and Popular Fantasy Literature
Auto/Ethnography
The Cultural Politics of Emotion
White Women, Race Matters
“Under Western Eyes” Revisited
Representing Bodies in Virtual Space
I don’t think you’re going to have any aborigines in your world’
From savage to citizen
What Yellowface Hides
Blacks Deserve Bodies Too
Stereotyping Asian Americans
Virtual Orientalism
Imperialism and Motherhood
Domesticating 'the heart of the wild
Domesticating 'the heart of the wild
The Work of Postcolonial Game Studies in the Play of Culture
Hybridity, Reflexivity and Mapping
Casual Empire
Situated Knowledges
From Losing to Loss
Digital Conquerors
Playing Subaltern
Racial Logics, Franchising, and Video Game Genres
Playing with Trauma
Desires at Play
Not a Hater, Just Keepin' It Real
When Whites Flock Together
Avatars of Whiteness
| Unique citing works | 1 |
|---|---|
| Citations per year | 0,25 |
| Citation span | 2022 - 2022 (1) |
| Citation velocity | historical |
| Highly cited | No |
| Citation types | Neutral: 1 |