Professional Norms and Race in the North American Video Game Industry
Bibliographic Data
| ID | 2409673 |
|---|---|
| Authors | Sam Srauy (0000-0002-6810-9403, Oakland University, corresponding author) |
| Year | 2019 |
| Volume | 14 |
| Issue | 5 |
| Pages | 478-497 |
| Publication date | 2019-07-01 |
| 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 | 10.1177/1555412017708936 |
| OpenAlex | W2614977621 |
| Language | EN |
| Citations received | 8 |
| References cited | 43 |
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
A Precarious Game
Porter la diversité dans un milieu masculin
New Perspectives on Old Pasts? Diversity in Popular Digital Games with Historical Settings
Background Checks
Precarity and Why Indie Game Developers Can’t Save Us from Racism
Character-Driven Storytelling Design for Digital Games
Masculine Pleasures as Normalized Practices
Awesome, but Impractical? Deeper Engagement with the Middle Ages through Commercial Digital Games
Cybertypes
Mastering the Semi-Structured Interview and Beyond
Cheating
Shared Fantasy
Space Wars
The dialectic of enlightenment
Developer's Dilemma
The Business and Culture of Digital Games
Crossing Borders, Reinforcing Borders
The Frankfurt School and its Critics
Narrative Identity
Understanding Video Games
Don't Hate the Player, Hate the Game
Genetic Nature/Culture
StarCraft , or, Balance
The virtual census
Co-creating games
Console video games and global corporations
Do you identify as a gamer? Gender, race, sexuality, and gamer identity
The narrative formation of identity revisited
Of ponies and men
Principles of Critical Discourse Analysis
Film noir and the racial unconscious
Tolkien, Race and Cultural History
Co-Creative Expertise
Life as Narrative
The Psychic Life of Power
Putting the Gay in Games
Blackless Fantasy
Building an MMO With Mass Appeal
An Act of Terrorism
At the Border of Narrative and Ethnography
The Hoodie as Sign, Screen, Expectation, and Force
| Unique citing works | 8 |
|---|---|
| Citations per year | 1,14 |
| Citation span | 2019 - 2025 (7) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 8 |