Publication | Closed Access
‘‘When Keeping it Real Goes Wrong’’: Resident Evil 5, Racial Representation, and Gamers
117
Citations
18
References
2011
Year
Critical Race TheoryOnline GamingEducationRacial StudyContemporary CultureResident Evil 5Cultural StudiesPopular CultureRaceContemporary RacismWhite MasculinityAfrican American StudiesStorytelling (Game Design)Videogames Represent WhitenessMinority StudiesTheatreGame StudiesRacial RepresentationGame StudyVisual CultureAnti-racismCultureVernacular Game-makingVideo Game StudiesStorytelling (Indigenous Studies)ArtsGame Industry Studies
Videogames’ ability to depict cultural iconographies and characters have occasionally led to accusations of insensitivity. This article examines gamers’ reactions to a developer’s use of Africans as enemies in a survival horror videogame, Resident Evil 5. Their reactions offer insight into how videogames represent Whiteness and White privilege within the social structure of ‘‘play.’’ Omi and Winant’s (1994) racial formation theory notes that race is formed through cultural representations of human bodies organized in social structures. Accordingly, depictions of race in electronic spaces rely upon media imagery and social interactions. Videogames construct exotic fantasy worlds and peoples as places for White male protagonists to conquer, explore, exploit, and solve. Like their precursors in science fiction, fantasy, and horror, videogame narratives, activities, and players often draw from Western values of White masculinity, White privilege as bounded by conceptions of ‘‘other,’’ and relationships organized by coercion and domination.
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