This essay examines the representation and consumption of Mafia III and Watch Dogs 2 as a site of catharsis, pleasure, and empowerment. Through not only its representation of white supremacy but its rendering of intervention and transformation as violence, Mafia III and Watch Dogs 2 offer a powerful inscription of gratification. In other words, offering both a space of oppositional gaze and a virtual reality invested in challenging gaze based in violence, Mafia III and Watch Dogs 2 reimagine the conventions of both video games and violence.
BrowneSimone. 2015. Dark Matters: On the Surveillance of Blackness. Durham, NC: Duke University Press.
2.
BurgessMelinda C. R.DillKaren E.Paul StermerS.BurgessStephen R.BrownBrian P.2011. “Playing with Prejudice: The Prevalence and Consequences of Racial Stereotypes in Video Games.” Media Psychology14:289–311.
DietrichDavid R.2013. “Avatars of Whiteness: Racial Expression in Video Game Characters.” Sociological Inquiry83:82–105.
6.
Dyer-WithefordNickPeuterGreig de. 2009. Games of Empire: Global Capitalism and Video Games. Minneapolis: University of Minnesota Press.
7.
EverettAnna. 2017. “Forward.” Pp. 9–10 in Gaming Representation: Race, Gender, and Sexuality in Video Games, edited by MalkowskiJenniferRusswormTrea Andrea. Bloomington: University of Indiana Press.
8.
FleetwoodNicole R.2005. “Hip-hop Fashion, Masculine Anxiety, and the Discourse of Americana.” Pp. 326–45 in Black Cultural Traffic: Crossroads in Global Performance and Popular Cultureedited byElamHarry JustinJrJacksonKennell. Ann Arbor: University of Michigan Press.
FrascaGozalo. 2004. “Video Games of the Oppressed: Critical Thinking, Education, Tolerance, and other Trivial Issues.” Pp. 85–94 in First-person: New Media as Story, Performance, and Game, edited byWardrip-FurninNoahHarriganPat. Cambridge: MIT Press.
11.
GrayKishonna L.2012a. “Intersecting Oppressions and Online Communities: Examining the Experiences of Women of Color in Xbox Live.” Information, Communication and Society15:37–41.
12.
GrayKishonna L.2012b. “Deviant Bodies, Stigmatized Identities, and Racist Acts: Examining the Experiences of African-American Gamers in Xbox Live.” New Review of Hypermedia and Multimedia18:261–76.
13.
Harris-LacewellMelissa. 2006. Barbershops, Bibles, and BET: Everyday Talk and Black Political Thought. Princeton, NJ: Princeton University Press.
14.
HigginTanner. 2009a. “Blackless Fantasy.” Games and Culture4:3–26.
15.
HigginTanner. 2009b. “‘Turn the Game Console off Right Now!’ War, Subjectivity, and Control in Metal ear Solid 2.” Pp. 252–71 in Joystick Soldiers: The Politics of Play in Military Video Games, edited byHuntemannNina B.PayneMatthew Thomas. New York, NY: Routledge.
LeonardD.2003. “‘Live in Your World, Play in Ours’: Race, Video Games, and Consuming the Other.” SIMILE: Studies In Media & Information Literacy Education3:1–9.
NakamuraLisa. 2009. “Don’t Hate the Player, Hate the Game: The Racialization of Labor in World of Warcraft.” Critical Studies in Media Communication26:128–44.
25.
NealMark Anthony. 2013. Looking for Leroy: Illegible Black Masculinities. New York: New York University Press.
SalterAnastasiaBlodgettBridget. 2012. “Hypermasculinity & Dickwolves: The Contentious Role of Women in the New Gaming Public.” Journal of Broadcasting & Electronic Media56:401–16.
SueD. W.2010. Microaggressions in Everyday Life: Race, Gender, and Sexual Orientation. New York, NY: Wiley.
38.
SwalwellMelanieWilsonJason, eds. 2008. “Introduction.” Pp. 1–12 in The Pleasure of Computer Gaming: Essays on Cultural History, Theory, and Aestheticsedited bySwalwellMelanieWilsonJason. London, England: MarFarland.
ThomasDouglas. 2008. “KPK, Inc: Race, Nation, and Emergent Culture in Online Games.” Pp. 155–74 in Learning Race and Ethnicity: Youth and Digital Media, edited byEverettAnna. Cambridge: MIT Press.
42.
UtleyEbony. 2011. Power and Pleasure in Popular Culture. San Diego, CA: Cognella Academic.
WilliamsDmitriMartinsNicoleConsalvoMiaIvoryJames. 2009. “The Virtual Census: Representations of Gender, Race and Age in Video Games.” New Media & Society11:815–34.
46.
WilliamsRhonda. 1998. “Living at the Crossroads: Exploration in Race, Nationality, Sexuality, and Gender.” Pp. 136–56 in The House That Race Built, edited byLubianoWubiano. New York, NY: Vintage Books.
47.
YoungHelen. 2016. “Racial Logics, Franchising, and Video Game Genres: The Lord of the Rings.” Games and Culture11:343–64.