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Gaming Race in Brazil

Video Games and Algorithmic Racism

Bibliographic Data

ID2170498
AuthorsEdward King (0000-0002-1710-7854, corresponding author)
Year2024
Volume33
Issue1
Pages149-165
Publication date2024-01-02
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueJournal of Latin American Cultural Studies (JOURNAL)
Journal identifiersISSN: 1356-9325 • E-ISSN: 1469-9575
PublisherTaylor & Francis (PUBLISHER • GB)
DOI10.1080/13569325.2024.2307540
OpenAlexW4392775740
LanguageEN
Citations received1
References cited14

This article argues that video games can function as a critical platform from which to intervene into the conjunction between embodied experiences of racialisation and the production of race as a category within the cybernetic forms of identification of platform capitalism. Through analysis of the role played by race in video game cultures in Brazil, I explore both the affordances of video games and the limitations of their use in the fight against the specific forms that racism takes in the digital age. I carry out an in-depth analysis of two recent games, Dandara (2018) and Mandinga (2021), which both construct powerful critiques of "algorithmic racism" in Brazil, by focusing on the relationship between their representation of race at the levels of narrative, plot, and imagery and the ways in which the player interacts with the games' algorithms. While Dandara exploits tensions between the two to draw attention to the mix of authoritarian and "instrumentarian" (Zuboff) power in contemporary Brazil, Mandinga highlights parallels between its gameplay and the processes of racialisation to present algorithmic racism, which often goes unnoticed, as an act of violence that inherits some of the procedures of slavery and the social systems that perpetuated it

Aesthetics · Art · Authoritarianism · Construct (python library · Democracy · Epistemology · Multimedia · Narrative · Parallels · Plot (graphics · Political science · Politics · Racism · Representation (politics · Sociology · Video game · Computer Science · Digital Games and Media · Gender Studies · Law · Media and Digital Communication · Social Media and Politics

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Unique citing works1
Citations per year1
Citation span2025 - 2025 (1)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 1

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