The Race Card : : From Gaming Technologies to Model Minorities / / Tara Fickle.

Winner, 2020 American Book Award, given by the Before Columbus FoundationHow games have been used to establish and combat Asian American racial stereotypes As Pokémon Go reshaped our neighborhood geographies and the human flows of our cities, mapping the virtual onto lived realities, so too has gami...

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Place / Publishing House:New York, NY : : New York University Press, , [2019]
©2019
Year of Publication:2019
Language:English
Series:Postmillennial Pop ; 22
Online Access:
Physical Description:1 online resource :; 23 black and white illustrations
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020 |a 9781479884360 
024 7 |a 10.18574/nyu/9781479884360.001.0001  |2 doi 
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041 0 |a eng 
044 |a nyu  |c US-NY 
072 7 |a SOC052000  |2 bisacsh 
100 1 |a Fickle, Tara,   |e author.  |4 aut  |4 http://id.loc.gov/vocabulary/relators/aut 
245 1 4 |a The Race Card :  |b From Gaming Technologies to Model Minorities /  |c Tara Fickle. 
264 1 |a New York, NY :   |b New York University Press,   |c [2019] 
264 4 |c ©2019 
300 |a 1 online resource :  |b 23 black and white illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
347 |a text file  |b PDF  |2 rda 
490 0 |a Postmillennial Pop ;  |v 22 
505 0 0 |t Frontmatter --   |t Contents --   |t Figures and Tables --   |t Introduction: Ludo- Orientalism and the Gamification of Race --   |t Part I Gambling on the American Dream --   |t The Pitch: Fair Play --   |t 1 Evening the Odds through Chinese Exclusion --   |t 2 Just Deserts: A Game Theory of the Japanese American Internment --   |t The Catch: The House Always Wins --   |t 3 Against the Odds: From Model Minority to Model Majority --   |t Part II Marco Polo in the Virtual World --   |t The Pitch: Freeplay --   |t 4 West of the Magic Circle: The Orientalist Origins of Game Studies --   |t 5 Mobile Frontiers: Pokémon after Pearl Harbor --   |t The Catch: Free Labor --   |t 6 Game Over? Internet Addiction, Gold Farming, and the Race Card in a Post- Racial Age --   |t Acknowledgments --   |t Notes --   |t Bibliography --   |t Index --   |t About the Author 
506 0 |a restricted access  |u http://purl.org/coar/access_right/c_16ec  |f online access with authorization  |2 star 
520 |a Winner, 2020 American Book Award, given by the Before Columbus FoundationHow games have been used to establish and combat Asian American racial stereotypes As Pokémon Go reshaped our neighborhood geographies and the human flows of our cities, mapping the virtual onto lived realities, so too has gaming and game theory played a role in our contemporary understanding of race and racial formation in the United States. From the Chinese Exclusion Act and Japanese American internment to the model minority myth and the globalization of Asian labor, Tara Fickle shows how games and game theory shaped fictions of race upon which the nation relies. Drawing from a wide range of literary and critical texts, analog and digital games, journalistic accounts, marketing campaigns, and archival material, Fickle illuminates the ways Asian Americans have had to fit the roles, play the game, and follow the rules to be seen as valuable in the US. Exploring key moments in the formation of modern US race relations, The Race Card charts a new course in gaming scholarship by reorienting our focus away from games as vehicles for empowerment that allow people to inhabit new identities, and toward the ways that games are used as instruments of soft power to advance top-down political agendas. Bridging the intellectual divide between the embedded mechanics of video games and more theoretical approaches to gaming rhetoric, Tara Fickle reveals how this intersection allows us to overlook the predominance of game tropes in national culture. The Race Card reveals this relationship as one of deep ideological and historical intimacy: how the games we play have seeped into every aspect of our lives in both monotonous and malevolent ways. 
538 |a Mode of access: Internet via World Wide Web. 
546 |a In English. 
588 0 |a Description based on online resource; title from PDF title page (publisher's Web site, viewed 28. Mrz 2024) 
650 7 |a SOCIAL SCIENCE / Media Studies.  |2 bisacsh 
653 |a Aiiieeeee. 
653 |a Andas game. 
653 |a Asian American. 
653 |a Asian immigration. 
653 |a Bret Harte. 
653 |a C Wright Mills. 
653 |a Chinese Exclusion Act. 
653 |a Chinese labor. 
653 |a Cory Doctorow. 
653 |a DSM. 
653 |a GPS. 
653 |a Google. 
653 |a Heathen Chinee. 
653 |a Hiroshi Nakamura. 
653 |a Hisaye Yamamoto. 
653 |a Homo Ludens. 
653 |a Jacques Derrida. 
653 |a Jacques Ehrmann. 
653 |a Japanese American. 
653 |a Jen Wang. 
653 |a Johan Huizinga. 
653 |a John Okada. 
653 |a Man Play and Games. 
653 |a Milton Murayama. 
653 |a Nintendo. 
653 |a Orientalism. 
653 |a Pokemon. 
653 |a Pokémon GO. 
653 |a RAND. 
653 |a Roger Caillois. 
653 |a The Wasp. 
653 |a Wakako Yamauchi. 
653 |a augmented reality. 
653 |a class inequality. 
653 |a critical race studies. 
653 |a ethnic American literature. 
653 |a euchre. 
653 |a freemium. 
653 |a gambling. 
653 |a game addiction. 
653 |a game studies. 
653 |a game theory. 
653 |a games of chance. 
653 |a gamification. 
653 |a globalization. 
653 |a gold farming. 
653 |a gold mining. 
653 |a imperial Japan. 
653 |a inscrutability. 
653 |a intentional fallacy. 
653 |a internet addiction. 
653 |a internment. 
653 |a literary interpretation. 
653 |a ludo-Orientalism. 
653 |a mapping. 
653 |a meritocracy. 
653 |a mobile games. 
653 |a neoliberalism. 
653 |a racialization. 
653 |a social mobility. 
653 |a structuralism. 
653 |a techno-Orientalism. 
653 |a video games. 
653 |a yellow peril. 
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