When Keeping it Real Goes Wrong
Resident Evil 5, Racial Representation, and Gamers
Bibliographic Data
| ID | 2409459 |
|---|---|
| Authors | André Brock (0000-0001-6084-9995, University of Iowa, corresponding author) |
| Year | 2011 |
| Volume | 6 |
| Issue | 5 |
| Pages | 429-452 |
| Publication date | 2011-09-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Games and Culture (JOURNAL) |
| Journal identifiers | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/1555412011402676 |
| OpenAlex | W2172237246 |
| Language | EN |
| Citations received | 35 |
| References cited | 15 |
Videogames' ability to depict cultural iconographies and characters have occasionally led to accusations of insensitivity. This article examines gamers' reactions to a developer's use of Africans as enemies in a survival horror videogame, Resident Evil 5. Their reactions offer insight into how videogames represent Whiteness and White privilege within the social structure of ''play.'' Omi and Winant's (1994) racial formation theory notes that race is formed through cultural representations of human bodies organized in social structures. Accordingly, depictions of race in electronic spaces rely upon media imagery and social interactions. Videogames construct exotic fantasy worlds and peoples as places for White male protagonists to conquer, explore, exploit, and solve. Like their precursors in science fiction, fantasy, and horror, videogame narratives, activities, and players often draw from Western values of White masculinity, White privilege as bounded by conceptions of ''other,'' and relationships organized by coercion and domination
Representation · White (mutation · White privilege · Digital Games and Media · Gender, Feminism, and Media · Media, Gender, and Advertising
Beyond texts
Avatars and computer-mediated communication
From the Blackhand Side
Avatar 'n' Andy
Wyścig kolonialny. Przedstawienie kolonializmu w grach planszowych
Are orcs racist? Dungeons and Dragons, ethnocentrism, anxiety, and the depiction of “evil” monsters
Reflexive racialization and discursive affect with the #VeryAsian Hashtag
Horror Videogame Sound Effects, Cardiovascular Arousal, and Ethnic Bias in the Decision to Shoot
Gamifying blackness
Representations of Africans in Popular Video Games in the U.S
Hierarchical Relationship of Negative Emotion Perception from Violent Video Games
White Masculinity, Creative Desires, and Production Ideology in Video Game Development
Insecure Lives
The meaning of a game
God bless the South, Brother
Are We What We Play? Global Politics in Historical Strategy Computer Games
The Fantasy of Do What You Love and Ludic Authoritarianism in the Videogame Industry
The Masks We Wear
The undying ideologies of race and gender
Making girls at home in games
Seriously, get out’
Playing the Other
Counter-hegemonic commemorative play
Racial Formation Theory and Systemic Racism in Hip‐Hop Fans’ Perceptions
Black Spaces/White Spaces
Simulating Oppression
I got all my sisters with me (on Black Twitter)
Perilous Policing
Re-presenting the Black Gamer
Video Games, Dystopia, and Neoliberalism
Representations of Colonialism in Three Popular, Modern Board Games
It's About Ethics in Games Journalism? Gamergaters and Geek Masculinity
Race, Colonial History and National Identity
The Social Discourse of Video Games Analysis Model and Case Study
Strong Is the New Sexy
Cybertypes
Playing in the dark
Racial Formation in the United States from the 1960s to the 1980s, by Michael Omi and Howard Winant
Life on the Wire
The Black Image in the White Mind
Creating the Other
The virtual census
Technology and Its Discontents
The Culture of Technology
Race, Sex, and Nerds
Race and Reflexivity
Not a Hater, Just Keepin' It Real
Young, Black (& Brown) and Don'T Give a Fuck
| Unique citing works | 35 |
|---|---|
| Citations per year | 2,5 |
| Citation span | 2012 - 2026 (15) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 34 |