The Intersection of Systemic Racism and Technology and the Consequences for Video Games

dc.contributor.authorFlusk, Timothy
dc.contributor.supervisorReid, Kieran
dc.date.accessioned2024-08-27T10:50:41Z
dc.date.available2024-08-27T10:50:41Z
dc.date.issued2023-08
dc.departmentDepartment of Digital Arts
dc.descriptionA research report submitted in partial fulfilment of the requirements for the degree of Master of Arts (Digital Arts) to the Faculty of Humanities, Wits School of Arts, University of the Witwatersrand, Johannesburg, 2023.
dc.description.abstractThe paper documents and reviews the process by which consequences of systemic racism is found in video games through the medium of technology. The principal idea of technology is used broadly to accommodate all media produced by society as tools for wielding and enforcing capitalist ideology. This is used as a means of revealing and mapping the cultural epistemic domain that dominates the West and its former colonies. The principal methodology is drawn from D. Fox Harrel’s Phantasmal Media: An Approach to Imagination, Computation and Expression. The process focuses on using the idea of the phantasmal generation within media, by individuals within systems. As such the process of these phantasm expressing or revealing themselves in various media is tracked and studied from both sides of the process: where they come from and how they are expressed. The principal approach situates the discussion of developing video games within the West, specifically the United States of America. The case studies used to illustrate and apply the methodology include Grand Theft Auto: San Andreas, The Elder Scrolls V: Skyrim and NBA2K17. These are placed in context along side their appropriate phantasmal sibling and representation. Grand Theft Auto: San Andreas is interrogated through the lens of capitalism and the representation of Black criminals in media. The Elder Scrolls V: Skyrim is placed in context of fantasy genre and colonialism. NBA2k17 is placed in context of traditional racist perspectives of Black, athleticism and sport. All case studies utilise the principal twin approach of separating phantasms into hegemonic teleological expectation and ontological racist assertions. This allows the encapsulation of ludic systems as well narrative and character representation within the games.
dc.description.submitterMM2024
dc.facultyFaculty of Humanities
dc.identifier0000-0001-5963-5121
dc.identifier.citationFlusk, Timothy. (2023). The Intersection of Systemic Racism and Technology and the Consequences for Video Games. [Master's dissertation, University of the Witwatersrand, Johannesburg]. WIReDSpace. https://hdl.handle.net/10539/40342
dc.identifier.urihttps://hdl.handle.net/10539/40342
dc.language.isoen
dc.publisherUniversity of the Witwatersrand, Johannesburg
dc.rights©2023 University of the Witwatersrand, Johannesburg. All rights reserved. The copyright in this work vests in the University of the Witwatersrand, Johannesburg. No part of this work may be reproduced or transmitted in any form or by any means, without the prior written permission of University of the Witwatersrand, Johannesburg.
dc.rights.holderUniversity of the Witwatersrand, Johannesburg
dc.schoolWits School of Arts
dc.subjectRacism
dc.subjectVideo Games
dc.subjectCapitalism
dc.subjectMedia
dc.subjectColonialism
dc.subjectThe Elder Scrolls
dc.subjectSkyrim
dc.subjectGrand Theft Auto
dc.subjectSan Andreas
dc.subjectNBK2K17
dc.subjectUCTD
dc.titleThe Intersection of Systemic Racism and Technology and the Consequences for Video Games
dc.typeDissertation
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