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Gender, Race, & Class in Media - MDIA 237 - Wesman



Suggested Titles

Motherhood Misconceived

"Motherhood Misconceived explores the widespread cultural fascination with motherhood through analyses of mothers in contemporary U.S. film, including both mainstream and independent cinematic representations."

Latino Images in Film

"The bandido, the harlot, the male buffoon, the female clown, the Latin lover, and the dark lady--these have been the defining, and demeaning, images of Latinos in U.S. cinema for more than a century. In this book, Charles Ramírez Berg develops an innovative theory of stereotyping that accounts for the persistence of such images in U.S. popular culture. He also explores how Latino actors and filmmakers have actively subverted and resisted such stereotyping."

Latin Looks

"Collection of essays provides a sustained critique of stereotypical images and representations of Puerto Ricans and other Latinos in US film, television, and printed media. Authors of individual chapters are experts in media and/or performance studies. Contributes to a better understanding of Latino cultural experiences in US society."

Race, Gender, and Deviance in Xbox Live

"This book examines the nature of social interactions within Xbox Live, which are often riddled with deviant behavior, including but not limited to racism and sexism."

From Jim Crow to Jay-Z: Race, Rap, and the Performance of Masculinity

This multilayered study of the representation of black masculinity in musical and cultural performance takes aim at the reduction of African American male culture to stereotypes of deviance, misogyny, and excess.

Gaming Representation

"Gaming Representation examines portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, the contributors to this volume push gaming scholarship to new levels."

Gaming at the Edge

"In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? In addressing these questions, Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates."

Gaming Sexism

"Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women's gaming are more actively enforced. Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality."

Tattoos and Popular Culture

"Tattoos and Popular Culture showcases how tattoos have been catapulted from 'deviant' and 'alternative' subculture, into a popular culture, becoming a potent signifier of 'difference' for the Millennial generation."

A Companion to American Sport History

"A Companion to American Sport History presents a collection of original essays that represent the first comprehensive analysis of scholarship relating to the growing field of American sport history. Addresses the relationship of sports to urbanization, technology, gender, race, social class, and genres such as sports biography."

The Dread of Difference: Gender and the Horror Film

"The Dread of Difference is a classic. Now this new edition expands the already comprehensive coverage of gender in the horror film with new essays on recent developments such as the Hostel series and torture porn. Informative and enlightening, this updated classic is an essential reference for fans and students of horror movies."

Men, Women, and Chain Saws: Gender in the Modern Horror Film

"Investigating the popularity of the low-budget tradition, Carol Clover looks in particular at slasher, occult, and rape-revenge films. Although such movies have been traditionally understood as offering only sadistic pleasures to their mostly male audiences, Clover demonstrates that they align spectators not with the male tormentor, but with the females tormented-notably the slasher movie's "final girls"-as they endure fear and degradation before rising to save themselves. "

Considering Class: Theory, Culture and the Media in the 21st Century

"Considering Class: Theory, Culture and Media in the 21st Century offers the reader international and interdisciplinary perspectives on the importance of class analysis in the 21st century. Political economists, sociologists, educationalists, ethnographers, cultural and media analysts combine to provide a multi-dimensional account of current class dynamics."

This work by Principia College Library is licensed under Creative Commons Attribution-NonCommercial 4.0 International