![]() These raids serve as a compelling but flawed model for future viprogressive performative interventions in gamespace. The final chapter attempts to put theory into practice via an analysis of racially inflammatory raids of virtual worlds by users of the popular message board 4chan. Moving along this trajectory, the first three chapters of Gamic Race explore different layers of gamic race and its formulation through displaced racialization: spatial, technologic, and discursive. Displaced racialization, the project's other key concept, revises former studies of race in digital media that focus predominantly on representation, shifting interest to racialization occurring alongside or beyond bodies within game code and player experience. The project emphasizes the need for critical race theory in game studies to understand how race is informed and reshaped by the logics of gameplay resulting in the multi-layered, politically complex, and agile concept of gamic race. Gamic Race: Logics of Difference in Videogame Culture makes race central to the study of videogames and videogame cultures. On the other, while traditional game studies often intersects with gender studies, mostly in negative cases of the perpetuation of gender stereotypes, this paper shows that the opposite is also possible: Gender studies can benefit from the study of fictitious video game characters that enact, embody, and enable different possibilities. On the one hand, the specific area of gender performativity is enriched through the study of a video game character acting as a metaphor. Therefore, the contribution of this paper is twofold. The Mokujin-gender metaphor is then strengthened by philosopher Gilles Deleuze's notion of disjunctive synthesis, as an attempt to provide a more robust theoretical explanatory framework for the processes of novel gender generation and selection of gender performativity. A fighting video game character, Tekken's Mokujin, is employed as a metaphor to explain such processes because of the character's ability to imitate every other character's fighting style according to an algorithm which randomly switches Mokujin's fighting performance in the beginning of every game round. Given the ever-growing array of available choices of genders in games, this paper investigates how novel gender types emerge and how the performative transition from one gender to another occurs.
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