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

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发表时间:
2016
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通讯作者:
Victoria O’Meara
Victoria O’Meara
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文献类型:
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作者:
Victoria O’Meara

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重要的是在游戏(和其他媒体),被认为是更现实的,而不是更幻想的媒体或媒体用于逃避现实的目的。总的来说,他们选择和享受媒体并不是出于对代表权的渴望。市场逻辑和媒体针对边缘化群体的企图往往导致这些群体的成员发现自己无法认同的陈规定型的表现,造成对表现的矛盾感。shaw认为,假设边缘化群体的成员为了代表性而进行或应该进行游戏,这是对多元化利基营销的呼吁,而不是在所有媒体中倡导多样性。最后,萧呼吁媒体学者相信观众如何在不同的媒体和社会背景下解释他们自己的媒体消费。边缘游戏挑战了许多关于观众和代表政治的想当然的假设。在试图解开身份、认同和表征之间的复杂联系时,所有这些本身都是复杂的,肖的第二和第三章变得混乱。两章的思想都渗透到另一章中,有些思想重复。然而,这并不是一个真正的弱点,章节的这种交织表明,当考虑到身份的真正多面性时,这些概念变得多么混乱。《边缘游戏》是分析游戏中表现形式的不可或缺的文本。肖氏以女性主义民族志的精神,为玩家提供空间,让他们表达自己与游戏的复杂关系,并以批判性的学术观点加以巧妙诠释。通过将游戏置于一个更大的媒体消费实践网络中,shaw能够对身份识别在日益分散的媒体景观中的代表作用进行细致入微的理解,这种媒体景观允许更有选择性和个性化的媒体消费。因此,她重新思考身份、认同和表征的框架超越了游戏的范畴。对于任何想要重新思考我们,更重要的是,观众对身份和我们所接触的媒体的理解方式的代表性学者来说,边缘游戏是必读的。
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.