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The U.S. Video Game Industry: Analyzing Representation of Gender and Race

Volume 3, Issue 2. Copyright © 2007. 14 pages.
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DOI: 10.4018/jthi.2007040106|
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MLA

Dunlop, Janet C. "The U.S. Video Game Industry: Analyzing Representation of Gender and Race." IJTHI 3.2 (2007): 96-109. Web. 24 Nov. 2014. doi:10.4018/jthi.2007040106

APA

Dunlop, J. C. (2007). The U.S. Video Game Industry: Analyzing Representation of Gender and Race. International Journal of Technology and Human Interaction (IJTHI), 3(2), 96-109. doi:10.4018/jthi.2007040106

Chicago

Dunlop, Janet C. "The U.S. Video Game Industry: Analyzing Representation of Gender and Race," International Journal of Technology and Human Interaction (IJTHI) 3 (2007): 2, accessed (November 24, 2014), doi:10.4018/jthi.2007040106

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Abstract

Today’s media are vast in both form and influence; however, few cultural studies scholars ad-dress the video gaming industry’s role in domestic maintenance and global imposition of U.S. hegemonic ideologies. In this study, video games are analyzed by cover art, content, and origin of production. Whether it is earning more “powers” in games such as Star Wars, or earning points to purchase more powerful artillery in Grand Theft Auto, capitalist ideology is reinforced in a subtle, entertaining fashion. This study shows that oppressive hegemonic representations of gender and race are not only present, but permeate the majority of top-selling video games. Finally, the study traces the origins of best-selling games, to reveal a virtual U.S. monopoly in the content of this formative medium.
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