New Books in Technology

Sam Srauy, "Race, Culture and the Video Game Industry: A Vicious Circuit" (Routledge, 2024)


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My guest today Sam Srauy is an Associate Professor in the Department of Communication, Journalism, and Public Relations at Oakland University, Her research examines race, video games, and the political economy of the video game industry. Srauy’s work appears in various academic journals including Social Media + Society, First Mondays, Games and Culture, and Television and New Media. She teaches courses on identity, race/racism, digital media production, and video game studies/production. Prior to academia, Srauy worked for over a decade in the high-tech industry. Her experience in that field includes municipal wireless networks, open-source technology, and streaming media systems. About the book: 

Race, Culture and the Video Game Industry: A Vicious Circuit (Routledge, 2024) offers a detailed and much needed examination of how systemic racism in the US shaped the culture, market logic, and production practices of video game developers from the 1970s until the 2010s.

Offering historical analysis of the video game industries (console, PC, and indie) from a critical, political economic lens, this book specifically examines the history of how such practices created, enabled, and maintained racism through the imagined 'gamer.' The book explores how the cultural and economic landscape of the United States developed from the 1970s through the 2000s and explains how racist attitudes are reflected and maintained in the practices of video games production. These practices constitute a 'Vicious Circuit' that normalizes racism and the centrality of an imagined gamer identity. It also explores how the industry, from indie game developers to larger profit-driven companies, responded to changing attitudes in the 2010s, where racism and lack of diversity in games was frequently being noted. The book concludes by offering potential solutions to combat this 'Vicious Circuit'.

A vital contribution to the study of video games that will be welcomed by students and scholars in the fields of media studies, cultural studies, game studies, critical race studies, and beyond.

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