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The U.S. Video Game Industry: Analyzing Representation of Gender and Race

The U.S. Video Game Industry: Analyzing Representation of Gender and Race
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Author(s): Janet C. Dunlop (Oklahoma State University, USA)
Copyright: 2009
Pages: 16
Source title: Selected Readings on the Human Side of Information Technology
Source Author(s)/Editor(s): Edward J. Szewczak (Canisius College, USA)
DOI: 10.4018/978-1-60566-088-2.ch028

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Abstract

Today’s media are vast in both form and influence; however, few cultural studies scholars address the video gaming industry’s role in domestic maintenance and global imposition of U.S. hegemonic ideologies. In this study, video games are analyzed by cover art, content, and origin of production. Whether it is earning more “powers” in games such as Star Wars, or earning points to purchase more powerful artillery in Grand Theft Auto, capitalist ideology is reinforced in a subtle, entertaining fashion. This study shows that oppressive hegemonic representations of gender and race are not only present, but permeate the majority of top-selling video games. Finally, the study traces the origins of best-selling games, to reveal a virtual U.S. monopoly in the content of this formative medium.

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