2020
DOI: 10.1177/1046878120982014
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We Are the Champions? Performing whiteness in ASCENSION: DAWN OF CHAMPIONS

Abstract: Background. Building on previous studies on racism and whiteness in video games, this article investigates how deck building games provide platforms for identity tourism, the symbolic appropriation of marginalised experiences, through their coupling of mechanics and racial stereotypes. Aims. The aim is to contribute to our understanding how dominant ideologies are expressed through simulation and gaming in a deck building context and how games similar to ASCENSION: DAWN OF CHAMPIONS (henceforth A: DOC) perpetu… Show more

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Cited by 5 publications
(5 citation statements)
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“…This exclusion of marginalized groups and female players was evident in game narratives (Nae, 2018), representations (Russworm, 2018), and mechanics (Salvati, 2019). War, science-fiction, and fantasy themes rose in prevalence, as well as stories revolving around an exceptional white male protagonist fighting enemy invasion or conquering land or space (Harrer, 2020; Leonard, 2006; Nae, 2018). The games that portrayed women at all rendered them either weak, sexualized, or both (Euteneuer & Meints 2020; Leonard, 2003).…”
Section: Resultsmentioning
confidence: 99%
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“…This exclusion of marginalized groups and female players was evident in game narratives (Nae, 2018), representations (Russworm, 2018), and mechanics (Salvati, 2019). War, science-fiction, and fantasy themes rose in prevalence, as well as stories revolving around an exceptional white male protagonist fighting enemy invasion or conquering land or space (Harrer, 2020; Leonard, 2006; Nae, 2018). The games that portrayed women at all rendered them either weak, sexualized, or both (Euteneuer & Meints 2020; Leonard, 2003).…”
Section: Resultsmentioning
confidence: 99%
“…Game developers help promote and maintain white dominance as the social norm by allowing stereotypes to guide depictions of individuals from marginalized groups (Aguilera, 2022; Daniels & LaLone, 2012; Harrer, 2020; King & Leonard, 2016; Leonard, 2006; Russworm, 2018; Salvati, 2019). Asians are often depicted as criminals or martial artists (Hutchinson, 2017; Leonard, 2006), African Americans appear as violent antagonists or athletes (Daniels & LaLone, 2012; Leonard, 2003; Ong, 2016), and female characters are often sexualized and positioned as victims or prostitutes (Daniels & LaLone, 2012; Euteneuer & Meints, 2020; Leonard, 2003).…”
Section: Resultsmentioning
confidence: 99%
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“…The first is procedural rhetoric proposed by Bogost (2008) saw video games as a medium to transfer ideological perspective. Previous research using procedural rhetoric is Higgin (2009) His research investigated the different representation between white and black; in addition Harrer's, (2020) research addresses the same problem, and the other example is Hall's (2018) research which addressed how English as lingua franca can turn into a lethal weapon in video games Metal Gear Solid V: The Phantom Pain. The second one is game design analysis from the work of Adams (2010).…”
Section: Introductionmentioning
confidence: 99%