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Professional Norms and Race in the North American Video Game Industry

Bibliographic Data

ID2409673
AuthorsSam Srauy (0000-0002-6810-9403, Oakland University, corresponding author)
Year2019
Volume14
Issue5
Pages478-497
Publication date2019-07-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueGames and Culture (JOURNAL)
Journal identifiersISSN: 1555-4120 • E-ISSN: 1555-4139
PublisherSAGE Publications Inc (PUBLISHER)
DOI10.1177/1555412017708936
OpenAlexW2614977621
LanguageEN
Citations received8
References cited43

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, sellable. This pressure is normatively internalized in the profession as an attempt to hedge against market uncertainty. Video game developers, therefore, depend on social beliefs from the "real world" to inform how video game players might receive their games as well as narratives and themes from past texts such as the works of J. R. R. Tolkien. Therefore, this article argues that racism might be enabled because it is believed to be a hedge against market uncertainty

Construct (python library · Game design · Game Developer · Hedge · Linguistics · Multimedia · Narrative · Political science · Public relations · Race (biology · Racism · Sociology · Video game · Computer Science · Digital Games and Media · Gender Studies · Gender, Feminism, and Media · Psychology · Social Psychology · Sports, Gender, and Society

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Unique citing works8
Citations per year1,14
Citation span2019 - 2025 (7)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 8

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