Resident Evil 5: When Keeping It Real Goes Wrong

Superior Essays
Annotated Bibliography

André Brock, Racial Representation and Gamers, Resident Evil 5: “When Keeping it Real Goes Wrong”. Games and Culture 2011, published online 15 July 2011.

As the social web has matured, gamers congregate publicly on gaming blogs to discuss their experiences and identities, exposing their ideological, cultural, and practical beliefs about gaming. this article presents an alternative analytical method for video research by combining a culturally oriented analysis of a video- game and associating that analysis with the publically articulated beliefs of gamers about that game.

André When Keeping it Real Goes Wrong thoroughly depicts the matters of racial and gender representation that are evident within the video game Resident Evil 5 (RE5). André believes that RE5 emphasizes upon stereotypes viewing the racial culture and gender depiction of minorities, portraying them as vicious, unpredictable and fearful enemies while the protagonist of the game is usually represented by a resilient white male.

The default Internet identity is White, male, and middle class and the majority of videogame protagonists are White. Morrison (1992) called this ‘‘American Africanism,’’ arguing that American White identity
…show more content…
Warren discusses the similar homogeneity of indie gaming and briefly shows clips of racism in gaming – including the “Elder Scrolls” series, a fantasy role-playing game that depicts Sub-Saharan Africans as stronger but less intelligent than other groups, and the controversial homeless black woman from “Deus Ex: Human

Related Documents

  • Improved Essays

    Speaker, Anita Sarkeesian, in her video, Women As a Background Decoration, describes how women in video games are hyper-sexualized and most often recipients of violence. Sarkeesian’s purpose is to point out how women are portrayed as a “Non-Playable Sexual Object” and often degraded. She does an exemplary job at being effective in her argument by appealing to the three main rhetorical strategies and the specific language and style of her piece. Sarkeesian begins her video by firstly addressing that women are identified as objects in games and how this is affecting them in the real world. She challenges the listeners to think if objectifying women is morally acceptable and that they are more than “...decorative elements used to try and…

    • 357 Words
    • 2 Pages
    Improved Essays
  • Decent Essays

    Chicago Tribune Summary

    • 68 Words
    • 1 Pages

    In the article called “Game On,” the Chicago Tribune argues “video games have broadened his interests and made his mind more agile.” They first support this claim by researching games, then, seeing how kids react toward violent games, and finally proving how games are helpful. The Chicago Tribune’s purpose is to prove games are good in order to accomplish more gamers. They establish an gaming tone for gamers.…

    • 68 Words
    • 1 Pages
    Decent Essays
  • Great Essays

    The complex world of gaming often tends to be perplexing to outsiders who do not understand the purpose of spending hours in front of a flickering computer screen. Gamers are frequently misunderstood because people who do not play video games seldom recognize the innumerable benefits of gaming. The reality is that there are countless positive effects of gaming on those who participate, including the ability of gamers to seamlessly interact with other gamers, the notion that games allow people to be themselves, the fact that games have the potential to help gamers accomplish things that they would be unable to accomplish in real life, the belief that video games offer opportunities for acceptance, and the fact that many games promote a positive message. A great deal of people find it extremely difficult to make social connections in the real world, because they are simply uncomfortable…

    • 1786 Words
    • 8 Pages
    Great Essays
  • Improved Essays

    In this series, Sarkeesian utilizes many sociological and feminists theories to analyze female tropes in pop culture media (in this case, video games), highlighting how these tropes contribute to harmful and sexist towards women. Many others (i.e. gender activists and feminists) believe that 'harmful' tropes and stereotypes of women in video games can alter the perspectives of male…

    • 478 Words
    • 2 Pages
    Improved Essays
  • Great Essays

    Prior to the turn of the millennium, video games were practically spat upon by those in “high-art” circles. Seen as mindless time killers, barely worth a mention, they were isolated from discussion for the better part of a quarter century. However, as years passed and technology evolved, the medium as a whole evolved with it. Development tools became more accessible to the masses, providing any person with an idea to tell a story that pushes the boundaries of the medium and of art itself. Despite these clear evolutions, there are still vocal societies that condemn calling a video game ‘art’.…

    • 1022 Words
    • 5 Pages
    Great Essays
  • Superior Essays

    Video Games: A Misunderstood Medium For many years children and adults have enjoyed a special form of entertainment that provides experiences like no other, the video game. These electronic toys have been on the market since the 1970’s, a recent development, and history has shown that new trends are often targeted as a scapegoat for problems of the time. Currently, the ever growing industry of video games has been the source of such controversy, and is frequently blamed for many of the modern world’s misfortunes. Yet, despite what the media may say, these electronic distractions may actually be better for humanity than previously imagined.…

    • 1116 Words
    • 5 Pages
    Superior Essays
  • Improved Essays

    Hollywood: Truly a Land of Opportunity? From white actors portraying black men in classics, such as Othello, or even from white actress playing dark skinned women, such as Mariane Pearl, white actors portraying people of color in american films has been a tradition in Hollywood. Hollywood has historically made the decision to cast white actors instead of letting minorities play their own roles. While Hollywood is known for being a white industry, over the past years more noise, such as the hashtag #OscarsSoWhite (8), has been made about the lack of diversity in their films.…

    • 767 Words
    • 4 Pages
    Improved Essays
  • Great Essays

    This advertisement also indicates that both men and women attain power and authority in this video game, just as they do in actual U.S. military matters. As a society, we carry these cultural codes and understandings of life over to our exposure to media productions, which generates meaning within…

    • 2331 Words
    • 10 Pages
    Great Essays
  • Improved Essays

    Visual media is an influential source of information that helps us to understand others and ourselves in society. It aims to define all of the acceptable norms of society. It also gives us an idea of what the “others” are considered to be and who are predominant. Therefore, it specifies those with different statuses in society. Most importantly, it gives an idea of why different statuses exist in society.…

    • 702 Words
    • 3 Pages
    Improved Essays
  • Improved Essays

    Stereotypes In Video Games

    • 1208 Words
    • 5 Pages

    The more time I put into this class the more I realized myself growing into a student who could dissect a question and respond with a logical and meaningful answer that contributed to the flow of the class. Then us students were presented with a project which required us to relate the pillars of sustainability to gaming. Us students were then given the task to conduct research in order to discover a topic in which we were interested in. As I pondered to myself I my dorm room one day; while playing Grand Theft Auto 5, something registered in my brain that didn 't seem correct. The game I was playing was very stereotypical and it made me question, how do stereotypes in video games affect gamers?…

    • 1208 Words
    • 5 Pages
    Improved Essays
  • Improved Essays

    Girls play with Barbie dolls and boys play with monster trucks. Asians love Korean pop music and all Mexicans know the Taco Bell dog, right? As kids grow up, they are constantly surrounded by social media, television, celebrities, and other authoritative figures such as parents and grandparents. In this day in age, it is almost impossible not to judge a person based on how they look because of how media outlets characterize certain “types” of people. Michael Omi states in his writing, “In Living Color: Race and American Culture,” that sexism and racism-fueled events suggest the American population has created one big “system of inequality which has shaped, and in turn been shaped by, our pop culture” (539).…

    • 1352 Words
    • 6 Pages
    Improved Essays
  • Improved Essays

    The Entertainment Industry plays a huge role in our culture and society today. It is a tool that can be used to inform, voice opinions, and promote products using hidden advertising and product placement. The entertainment industry is very powerful and influential to its audiences. One obligation that the entertainment industry has failed to provide is the politically correct portrayal of minority actors. It is argued that the dominate race in the entertainment industry is white actors, which poorly represents the racial makeup of our society.…

    • 1624 Words
    • 7 Pages
    Improved Essays
  • Improved Essays

    A world filled with fantasies and pleasure that the real world can’t give you. Jane is an incredible person she creates her own video games and she has written many of her own books. She is a world-renowned designer of an alternate reality, she believes that “game designers are on a humanitarian mission — and her #1 goal in life is to see a game developer win a Nobel Peace Prize” (McGonigal pg.1). For example, the author Jane McGonigal, wrote “Be a Gamer, Save the World,” published on January 22, 2011, in the Wall Street Journal, and she argues that we all think that playing video games is a way to escape reality, but gamers could change the world. Jane McGonigal effectively uses statistics and facts, and she successfully uses ethos and logos…

    • 991 Words
    • 4 Pages
    Improved Essays
  • Superior Essays

    Violence and Video Games In the present day games such as Grand Theft Auto, Black Ops, and Call of Duty are played regularly and seemed as normal. These examples of Violent games are played throughout the world between people from the ages of 7 up to 40 years old. The topic of these variety of games touches on many controversial suggestions throughout the community. Experts, reporters, journalists, and more all specify the quality of their argument into if violent video games can truly affect how a person can either be negatively or positively impacted by the effects of their game. Therefore violent video games hold both strong opinions in favor of the issue and opposing judgements counter to the issue.…

    • 1428 Words
    • 6 Pages
    Superior Essays
  • Superior Essays

    Sexism In Online Games

    • 1445 Words
    • 6 Pages

    You’re a fucking girl! What the fuck are you doing in my room?” (p. 412). Reasoning that she was bad at the game based on her gender enforces the belief that women are not good at video games simply because they are not men. This type of harassment occurs regardless of skill which Fox and Tang (2014) agree with, noting that in many studies, pre-recorded voices of females received more harassment than their male counterparts.…

    • 1445 Words
    • 6 Pages
    Superior Essays