SlutWalk: feminism, activism and media
SlutWalk: feminism, activism and media
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SlutWalk:女权主义、激进主义和媒体
DOI:
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发表时间:
2016
期刊:
影响因子:
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通讯作者:
Victoria O’Meara
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文献类型:
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作者:
Victoria O’Meara
mattered more in games (and other media) that were perceived to be more realistic as opposed to more fantastical media or media used for escapist purposes. in general, their selection and enjoyment of media was not driven by desires for representation. market logics and attempts to target marginalized groups in the media often lead to stereotypical representations that members of those groups find themselves unable to identify with, creating a sense of ambivalence toward representation. shaw argues that assuming that members of marginalized groups do or should play games for the sake of representation appeals to pluralistic niche marketing as opposed to advocating for diversity across all media. ultimately, shaw calls for media scholars to give credence to how audiences interpret their own media consumption across various mediums and social contexts. Gaming at the Edge challenges many of the taken-for-granted assumptions about audiences and the politics of representation. in attempting to untangle the complicated connections between identity, identification, and representation—all of which are complex on their own, shaw’s second and third chapters become messy. ideas from both chapters bleed over into the other and there is some repetition of ideas. However, rather than being a true weakness, this meshing of chapters demonstrates how messy these concepts become when considering identity in its true multi-faceted nature. Gaming at the Edge is an indispensable text for analyzing representation in games. embodying the spirit of feminist ethnography, shaw provides players with the space to voice their complex relationships with gaming and then masterfully interprets them through critical scholarship. By placing gaming within a larger network of media consumption practices, shaw is able to extract nuanced understandings of the role identification plays in representation in an increasingly fragmented mediascape that allows for more selective and individualized media consumption. therefore, her framework for rethinking identity, identification, and representation transcends the realm of gaming. Gaming at the Edge is a must-read for any representation scholar who wants to rethink the ways we and, more importantly, audiences make sense of identity and the media we engage with.