Black History Video Games

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  black history video games: On Video Games Soraya Murray, 2017-10-30 Today over half of all American households own a dedicated game console and gaming industry profits trump those of the film industry worldwide. In this book, Soraya Murray moves past the technical discussions of games and offers a fresh and incisive look at their cultural dimensions. She critically explores blockbusters likeThe Last of Us, Metal Gear Solid, Spec Ops: The Line, Tomb Raider and Assassin's Creed to show how they are deeply entangled with American ideological positions and contemporary political, cultural and economic conflicts.As quintessential forms of visual material in the twenty-first century, mainstream games both mirror and spur larger societal fears, hopes and dreams, and even address complex struggles for recognition. This book examines both their elaborately constructed characters and densely layered worlds, whose social and environmental landscapes reflect ideas about gender, race, globalisation and urban life. In this emerging field of study, Murray provides novel theoretical approaches to discussing games and playable media as culture. Demonstrating that games are at the frontline of power relations, she reimagines how we see them - and more importantly how we understand them.
  black history video games: Women in Historical and Archaeological Video Games Jane Draycott, 2022-06-06 This volume focuses on the depiction of women in video games set in historical periods or archaeological contexts, explores the tension between historical and archaeological accuracy and authenticity, examines portrayals of women in historical periods or archaeological contexts, portrayals of female historians and archaeologists, and portrayals of women in fantastical historical and archaeological contexts. It includes both triple A and independent video games, incorporating genres such as turn-based strategy, action-adventure, survival horror, and a variety of different types of role-playing games. Its chronological and geographical scope ranges from late third century BCE China, to mid first century BCE Egypt, to Pictish and Viking Europe, to Medieval Germany, to twentieth century Taiwan, and into the contemporary world, but it also ventures beyond our universe and into the fantasy realm of Hyrule and the science fiction solar system of the Nebula.
  black history video games: On Video Games Soraya Murray, 2017-10-30 Today over half of all American households own a dedicated game console and gaming industry profits trump those of the film industry worldwide. In this book, Soraya Murray moves past the technical discussions of games and offers a fresh and incisive look at their cultural dimensions. She critically explores blockbusters likeThe Last of Us, Metal Gear Solid, Spec Ops: The Line, Tomb Raider and Assassin's Creed to show how they are deeply entangled with American ideological positions and contemporary political, cultural and economic conflicts.As quintessential forms of visual material in the twenty-first century, mainstream games both mirror and spur larger societal fears, hopes and dreams, and even address complex struggles for recognition. This book examines both their elaborately constructed characters and densely layered worlds, whose social and environmental landscapes reflect ideas about gender, race, globalisation and urban life. In this emerging field of study, Murray provides novel theoretical approaches to discussing games and playable media as culture. Demonstrating that games are at the frontline of power relations, she reimagines how we see them - and more importantly how we understand them.
  black history video games: Our Black History Projects Cody Elizabeth Handy, 2016-01-27 Mr. Banner introduces Black History Month to the class by presenting as Carter G. Woodson. All of Antoine's classmates immediately decide which African American they want to present. Antoine takes awhile to decide on the African American that inspires his every day life. Friday is the presentation day and a very exciting day.
  black history video games: Black History, Me? Rev. Joseph William Massey,
  black history video games: The Illustrated History of 151 Video Games Simon Parkin, 2014-01-07 More than any other entertainment medium, videogames offer the chance for us to participate in a worldbeyond the ordinary. Whether you are playing as asupersonic hedgehog, an athletic archeologist, or amoustachioed Italian plumber, video games allow theirplayers to inhabit spaces where the usual parameters ofexistence do not apply. The medium's history ischronicled through the individual stories of 151 of themost iconic video games. Beginning in the early 1970s, the book charts five decades of the pixel revolution. Thestory of each game is accompanied by trivia andquotations, and illustrated with photographs, screenshotsand artwork. This celebratory reference, and up-to-datehistory, will enthral any video games aficionado. - Chronicles the history of gaming through an analysis of151 of the world's most-iconic and best-loved games - Expert analysis of the story of each game, accompaniedby fascinating trivia, memorable quotes, and informationon the year of publication and where the game can beplayed today - Includes titles across all platforms, including arcade, console, PC, online and handheld games - Charts five decades of video game evolution, fromComputer Space to Fez - Compulsively illustrated with over 1000 actionscreenshots, game artworks and photographs
  black history video games: Cryptopolitics Victoria Bernal, Katrien Pype, Daivi Rodima-Taylor, 2023-07-14 Hidden information, double meanings, double-crossing, and the constant processes of encoding and decoding messages have always been important techniques in negotiating social and political power dynamics. Yet these tools, “cryptopolitics,” are transformed when used within digital media. Focusing on African societies, Cryptopolitics brings together empirically grounded studies of digital media toconsider public culture, sociality, and power in all its forms, illustrating the analytical potential of cryptopolitics to elucidate intimate relationships, political protest, and economic strategies in the digital age.
  black history video games: Jerry Changed the Game! Don Tate, 2023-08-29 Junior Library Guild Selection | Eureka! Excellence in Nonfiction Honor | CBC Best STEM Book List | Mathical Book Prize Honor | BCALA Youth Literary Nonfiction Award | Communication Arts Illustration Shortlist Meet Jerry Lawson, the Black engineer who revolutionized the video game industry, in this engaging picture book biography perfect for fans of Whoosh!: Lonnie Johnson’s Super-Soaking Stream of Inventions and Little Legends: Exceptional Men in Black History. Before Xbox, PlayStation, or Nintendo Switch, there was a tinkerer named Jerry Lawson. As a boy, Jerry loved playing with springs, sprockets, and gadget-y things. When he grew up, Jerry became an engineer—a professional tinkerer—and in the 1970s, he turned his technical know-how to video games. Back then, if players wanted a new video game, they had to buy an entire new console, making gaming very expensive. Jerry was determined to fix this problem, and despite roadblocks along the way and having to repeat a level or two, it was never game over for his mission. Eventually, he leveled up and built a brand-new kind of video game console: one that allowed players to switch out cartridges! He also founded Video Soft, Inc., the first African American–owned video game company in the country. Jerry’s tinkering and inventions changed the video gaming world forever. Today, gamers have access to hundreds of video games at the push of a button, all thanks to him. Game on!
  black history video games: Sports Superstars from Black History Sophia Murphy, 2024-10-01 Discover how 12 Black athletes overcame seemingly impossible odds and insurmountable challenges to achieve their dreams and make a name for themselves in the fields of football, baseball, basketball, tennis, track and field, and gymnastics—a perfect gift for young sports fans and young athletes! Kids will immerse themselves in the world of sports as they follow iconic figures, from stars of the past to celebrities of today, through the highs and lows of their careers. Young readers will discover the inspirational stories of 12 people—some that they might know and love, and some that they may have never heard of before—all winners in their own right. But this book goes beyond touchdowns and home runs. Each of these figures has overcome many struggles, and kids will learn valuable life lessons from this book’s deeper themes of leadership, perseverance, tenacity, and triumphing over adversity. Featuring stories about: Serena Williams and Althea Gibson Aaron Judge and Jackie Robinson Lebron James and Earl Francis Lloyd Russell Wilson and Fritz Pollard Simone Biles and Dominque Dawes Allyson Felix and Alice Coachman
  black history video games: Race, Culture and the Video Game Industry Sam Srauy, 2024-04-29 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.
  black history video games: Music and Game Peter Moormann, 2012-08-11 This anthology examines the various facets of video game music. Contributors from the fields of science and practice document its historical development, discuss the music’s composition techniques, interactivity and function as well as attending to its performative aspects.
  black history video games: I Rise Marie Arnold, 2022-08-02 “A love letter to Harlem and hope. I Rise is smart and funny and full of heart.*” Fourteen-year-old Ayo who has to decide whether to take on her mother’s activist role when her mom is shot by police. As she tries to find answers, Ayo looks to the wisdom of her ancestors and her Harlem community for guidance. Ayo's mother founded the biggest civil rights movement to hit New York City in decades. It’s called ‘See Us’ and it tackles police brutality and racial profiling in Harlem. Ayo has spent her entire life being an activist and now, she wants out. She wants to get her first real kiss, have a boyfriend, and just be a normal teen. When her mom is put into a coma after a riot breaks out between protesters and police, protestors want Ayo to become the face of See Us and fight for justice for her mother who can no longer fight for herself. While she deals with her grief and anger, Ayo must also discover if she has the strength to take over where her mother left off. This impactful and unforgettable novel takes on the important issues of inequality, systemic racism, police violence, and social justice. *Kwame Alexander, New York Times bestselling author
  black history video games: Avant-garde Videogames Brian Schrank, 2014-04-18 An exploration of avant-garde games that builds upon the formal and political modes of contemporary and historical art movements. The avant-garde challenges or leads culture; it opens up or redefines art forms and our perception of the way the world works. In this book, Brian Schrank describes the ways that the avant-garde emerges through videogames. Just as impressionism or cubism created alternative ways of making and viewing paintings, Schrank argues, avant-garde videogames create alternate ways of making and playing games. A mainstream game channels players into a tightly closed circuit of play; an avant-garde game opens up that circuit, revealing (and reveling in) its own nature as a game. We can evaluate the avant-garde, Schrank argues, according to how it opens up the experience of games (formal art) or the experience of being in the world (political art). He shows that different artists use different strategies to achieve an avant-garde perspective. Some fixate on form, others on politics; some take radical positions, others more complicit ones. Schrank examines these strategies and the artists who deploy them, looking closely at four varieties of avant-garde games: radical formal, which breaks up the flow of the game so players can engage with its materiality, sensuality, and conventionality; radical political, which plays with art and politics as well as fictions and everyday life; complicit formal, which treats videogames as a resource (like any other art medium) for contemporary art; and complicit political, which uses populist methods to blend life, art, play, and reality—as in alternate reality games, which adapt Situationist strategies for a mass audience.
  black history video games: Black Game Studies Lindsay Grace, 2021-11-30 Black Game Studies introduces the work of game makers from the African diaspora through academic scholarship, personal narratives and a catalog of works.It aims to provide a foundation from which researchers, designers, developers, game historians and others can draw an understanding of patterns, present practice, and a potential afro-future. Its works tomake more visible, through aggregation and showcase, the creative contributions of Black game makers. It is an effort to meet the need todiversify the game-making communityby not only highlighting the work of Black people, but in creatingan enduring archiveof such work.
  black history video games: Encyclopedia of Video Games [3 volumes] Mark J. P. Wolf, 2021-05-24 Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.
  black history video games: Virtual History A. Martin Wainwright, 2019-06-28 Virtual History examines many of the most popular historical video games released over the last decade and explores their portrayal of history. The book looks at the motives and perspectives of game designers and marketers, as well as the societal expectations addressed, through contingency and determinism, economics, the environment, culture, ethnicity, gender, and violence. Approaching videogames as a compelling art form that can simultaneously inform and mislead, the book considers the historical accuracy of videogames, while also exploring how they depict the underlying processes of history and highlighting their strengths as tools for understanding history. The first survey of the historical content and approach of popular videogames designed with students in mind, it argues that games can depict history and engage players with it in a useful way, encouraging the reader to consider the games they play from a different perspective. Supported by examples and screenshots that contextualize the discussion, Virtual History is a useful resource for students of media and world history as well as those focusing on the portrayal of history through the medium of videogames.
  black history video games: The Middle Ages in Computer Games Robert Houghton, 2024-11-05 Offers the most comprehensive analysis and discussion of medievalist computer games to date. Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them. This book explores the distinct nature of medievalism in digital games across a range of themes, from the portrayal of grotesque yet romantic conflict to conflicting depictions of the Church and religion. It likewise considers the distinctions between medievalist games and those of other periods, underlining their emphasis on fantasy, roleplay and hardcore elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching.
  black history video games: Official Gazette of the United States Patent and Trademark Office , 2003
  black history video games: Classical Antiquity in Video Games Christian Rollinger, 2020-01-09 From gaming consoles to smartphones, video games are everywhere today, including those set in historical times and particularly in the ancient world. This volume explores the varied depictions of the ancient world in video games and demonstrates the potential challenges of games for scholars as well as the applications of game engines for educational and academic purposes. With successful series such as “Assassin's Creed” or Civilization” selling millions of copies, video games rival even television and cinema in their role in shaping younger audiences' perceptions of the past. Yet classical scholarship, though embracing other popular media as areas of research, has so far largely ignored video games as a vehicle of classical reception. This collection of essays fills this gap with a dedicated study of receptions, remediations and representations of Classical Antiquity across all electronic gaming platforms and genres. It presents cutting-edge research in classics and classical receptions, game studies and archaeogaming, adopting different perspectives and combining papers from scholars, gamers, game developers and historical consultants. In doing so, it delivers the first state-of-the-art account of both the wide array of 'ancient' video games, as well as the challenges and rewards of this new and exciting field.
  black history video games: Rockstar Games and American History Esther Wright, 2022-08-22 For two decades, Rockstar Games have been making games that interrogate and represent the idea of America, past and present. Commercially successful, fan-beloved, and a frequent source of media attention, Rockstar’s franchises are positioned as not only game-changing, ground-breaking interventions in the games industry, but also as critical, cultural histories on America and its excesses. But what does Rockstar’s version of American history look like, and how is it communicated through critically acclaimed titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By combining analysis of Rockstar’s games and a range of official communications and promotional materials, this book offers critical discussion of Rockstar as a company, their video games, and ultimately, their attempts at creating new narratives about U.S. history and culture. It explores the ways in which Rockstar’s brand identity and their titles coalesce to create a new kind of video game history, how promotional materials work to claim the authenticity of these products, and assert the authority of game developers to perform the role of historian. By working at the intersection of historical game studies, U.S. history, and film and media studies, this book explores what happens when contemporary demands for historical authenticity are brought to bear on the way we envisage the past –– and whose past it is deemed to be. Ultimately, this book implores those who research historical video games to consider the oft-forgotten sources at the margins of these games as importance spaces where historical meaning is made and negotiated.
  black history video games: The Routledge Companion to Video Game Studies Mark J.P. Wolf, Bernard Perron, 2023-06-19 A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.
  black history video games: Gaming and the Arts of Storytelling Darshana Jayemanne, 2019-07-12 This book examines the notion of storytelling in videogames. This topic allows new perspectives on the enduring problem of narrative in digital games, while also opening up different avenues of inquiry. The collection looks at storytelling in games from many perspectives. Topics include the remediation of Conrad’s Heart of Darkness in games such as Spec Ops: The Line; the storytelling similarities in Twin Peaks and Deadly Premonition, a new concept of ‘choice poetics’; the esthetics of Alien films and games, and a new theoretical overview of early game studies on narrative
  black history video games: Women in Gaming: 100 Professionals of Play Meagan Marie, 2018-12-04 Women in Gaming: 100 Professionals of Play is a celebration of female accomplishments in the video game industry, ranging from high-level executives to programmers to cosplayers. This insightful and celebratory book highlights women who helped to establish the industry, women who disrupted it, women who fight to diversify it, and young women who will someday lead it. Featuring household names and unsung heroes, each individual profiled is a pioneer in their own right. Key features in this book include: *100 Professionals of Play: Interviews and Special Features with 100 diverse and prominent women highlighting their impact on the gaming industry in the fields of design, programming, animation, marketing, voiceover, and many more. *Pro Tips: Practical and anecdotal advice from industry professionals for young adults working toward a career in the video game industry. *Essays: Short essays covering various topics affecting women in gaming related careers, including Difficult Women: The Importance of Female Characters Who Go Beyond Being Strong, NPC: On Being Unseen in the Game Dev Community, and Motherhood and Gaming: How Motherhood Can Help Rather Than Hinder a Career. *A Day in the Life of Features: An inside look at a typical day in the gaming industry across several vocations, including a streamer, a voice actor, and many more.
  black history video games: The Oxford Handbook of Video Game Music and Sound William Gibbons, Mark Grimshaw-Aagaard, 2024 Bringing together dozens of leading scholars from across the world to address topics from pinball to the latest in virtual reality, The Oxford Handbook of Video Game Music and Sound is the most comprehensive and multifaceted single-volume source in the rapidly expanding field of game audio research.
  black history video games: Between the World and the Urban Classroom George Sirrakos Jr., Christopher Emdin, 2017-05-12 Borrowing from the ideas of John Dewey, schools and classrooms are a reflection of the world; therefore, in order to make sense of the urban classroom, we need to make sense of the world. In this book, the editors have compiled a collection of nine critical essays, or chapters, each examining a particular contemporary national and/or international event. The essays each undertake an explicit approach to naming oppression and addressing it in the context of urban schooling. Each essay has a two-fold purpose. The first purpose is to help readers see the world unveiled, through a more critical lens, and to problematize long held beliefs about urban classrooms, with regard to race, gender, social class, equity, and access. Second, as each author draws parallels between an event and urban classrooms, a better understanding of the microstructures that exist in urban classrooms emerges. “At a time of serious political, economic, and social uncertainty, we need a book like this, one that showcases how the world can be seen as a critical site of curriculum and pedagogy. A powerful intersectional analysis of the world, word, and urban sociopolitical context, authors in this book push the boundaries of what educators know and do in urban schools and classrooms. Grounded in frameworks of critical race theory and culturally relevant pedagogy, authors center essential societal moments that must be viewed as the real curriculum. These moments can equip students with tools to examine ‘the what of the world’ as well as how to examine, critique, challenge, and disrupt individual, systemic, and structural realities and practices that perpetuate and maintain a racist, sexist, homophobic, and xenophobic status quo. This is an important, forward-thinking, innovative book – a welcome addition to the field of urban education.” – H. Richard Milner IV, Helen Faison Chair of Urban Education, University of Pittsburgh
  black history video games: Doing Recent History Claire Bond Potter, Renee Christine Romano, 2012 Explores the difficulties of writing histories of recent events, due to the lack of perspective, hindsight, and developed historiography.
  black history video games: Slave Revolt on Screen Alyssa Goldstein Sepinwall, 2021-05-28 Recipient of the 2021 Honorary Mention for the Haiti Book Prize from the Haitian Studies Association In Slave Revolt on Screen: The Haitian Revolution in Film and Video Games author Alyssa Goldstein Sepinwall analyzes how films and video games from around the world have depicted slave revolt, focusing on the Haitian Revolution (1791–1804). This event, the first successful revolution by enslaved people in modern history, sent shock waves throughout the Atlantic World. Regardless of its historical significance however, this revolution has become less well-known—and appears less often on screen—than most other revolutions; its story, involving enslaved Africans liberating themselves through violence, does not match the suffering-slaves-waiting-for-a-white-hero genre that pervades Hollywood treatments of Black history. Despite Hollywood’s near-silence on this event, some films on the Revolution do exist—from directors in Haiti, the US, France, and elsewhere. Slave Revolt on Screen offers the first-ever comprehensive analysis of Haitian Revolution cinema, including completed films and planned projects that were never made. In addition to studying cinema, this book also breaks ground in examining video games, a pop-culture form long neglected by historians. Sepinwall scrutinizes video game depictions of Haitian slave revolt that appear in games like the Assassin’s Creed series that have reached millions more players than comparable films. In analyzing films and games on the revolution, Slave Revolt on Screen calls attention to the ways that economic legacies of slavery and colonialism warp pop-culture portrayals of the past and leave audiences with distorted understandings.
  black history video games: Video Game Art Reader Tiffany Funk, 2022-04 This volume of VGAR critically analyzes video game art as a means of survival. Though survival strategy exists as a defined gaming genre, all video games-as unique, participatory artworks-model both individual and collaborative means of survival through play. Video games offer opportunities to navigate both historical and fictional conflicts, traverse landscapes devastated by climate change or nuclear holocaust, and manage the limited resources of individuals or even whole civilizations on earth and beyond. They offer players a dizzying array of dystopian scenarios in which to build and invent, cooperate with others (through other players, NPCs, or AI) to survive another day. Contributors show how video games focus attention, hone visuospatial skills, and shape cognitive control and physical reflexes and thus have the power to participate in the larger context of radical, activist artworks that challenge destructive hegemonic structures as methods of human conditioning, coping, and creating.
  black history video games: The Seedtime, the Work, and the Harvest Jeffrey L. Littlejohn, Reginald K. Ellis, Peter B. Levy, 2019-10-07 This volume's contributors expand the chronology and geography of the black freedom struggle beyond the traditional emphasis on the Jim Crow South and the years between 1954 and 1968. Beginning as far back as the nineteenth century, and analyzing case studies from southern, northern, and border states, the essays in The Seedtime, the Work, and the Harvest incorporate communities and topics not usually linked to the African American civil rights movement. The collection opens with a biographical sketch of Thomas DeSaille Tucker, an educational pioneer who served as the first president of Florida State Normal and Industrial School for Colored Students. It then highlights the work of black women, including Bostonian publisher Josephine St. Pierre Ruffin, who defied local governments during the Progressive Era by disseminating medical information and providing access to medical professionals. Next, the collection explores the life and work of Norfolk civil rights attorney James F. Gay, who helped to democratize the political establishment in Virginia’s largest city but became a victim of his own success. The collection then moves to York, Pennsylvania, to examine a 1969 riot that went mostly unnoticed until the town's mayor was charged--more than thirty years later--with the riot-related murder of Lillie Belle Allen. Also featured is an essay examining the Student Nonviolent Coordinating Committee's Food for Freedom campaign that aimed to complement voter registration work in Mississippi by providing everyday sustenance to African Americans. Addressing more recent issues, this volume considers the politics of public memory in Baltimore, Maryland, a city divided by racial riots in 1968 and in 2015. It then examines the Black Lives Matter movement that gained international attention for its response to Michael Brown's death at the hands of police in Ferguson, Missouri, as well as the Sandra Bland Movement inspired by the arrest of Bland and her subsequent death in the Waller County jail in rural Texas. These chapters connect the activism of today--shaped in so many ways by social media, student activism, and grassroots organization--to a deeply historical, wide-ranging fight for equality. 
  black history video games: Gaming the Past Jeremiah McCall, 2022-11-11 Gaming the Past is a complete handbook to help pre-service teachers, current teachers, and teacher educators use historical video games in their classes to develop critical thinking skills. It focuses on practical information and specific examples for integrating critical thinking activities and assessments using video games into classes. Chapters cover the core parts of planning, designing, and implementing lessons and units based on historical video games. Topics include: Talking to administrators, parents, and students about the educational value of teaching with historical video games. Selecting games that are aligned to curricular goals by considering the genres of historical games. Planning and implementing game-based history lessons ranging from whole class exercises, to individual gameplay, to analysis in groups. Employing instructional strategies to help students learn to play and engage in higher level analysis Identifying and avoiding common pitfalls when incorporating games into the history class. Developing activities and assessments that facilitate interpreting and creating established and new media. Gaming the Past also includes sample unit and lesson plans, worksheets and assessment questions, and a list of historical games currently available, both commercial and freely available Internet games.
  black history video games: Genders, Cultures, and Literacies Barbara J. Guzzetti, 2021-11-29 This volume brings together leading scholars in their fields who offer much needed and wide-ranging perspectives on the intersections of genders, cultures, and literacies. As incidents of racial and gender aggression grow in number and in global attention, it is essential to understand how racial and gender identities and their expressions interplay and influence literacy development and practice. Contributors examine how social identities intersect and are expressed in literacy practices across an array of school and out-of-school settings and discuss how gender and race are represented in individuals’ multimodal practices. Chapters address such topics as the literacy practices of incarcerated fathers of color, Black girls’ literacies, Indigenous students’ cultural literacies, the writing practices of Latinx women for identity representation, and more. Ideal for scholars in literacy studies, gender studies, and cultural studies, this volume is a necessary and original update to the ways cultural, racial, and gender identities are viewed in current educational and sociocultural climates.
  black history video games: Beyond February Dawnavyn James, 2023-10-11 Dawnavyn James believes Black history shouldnt be relegated to the month of February. In her groundbreaking book, Beyond February: Teaching Black History Any Day, Every Day, and All Year Long, K-3, she provides a practical guide for elementary educators who seek to teach history in truthful and meaningful ways that help young students understand the past, the present, and the world around them. Drawing on her experiences as a classroom teacher and a Black history researcher, James illustrates the big and small ways that we can center Black history in our everyday teaching and learning practices across the curriculum using read-alouds, music, historical documents, art, and so much more. Inside this book you'll find: Essential ideas that guide our teaching of Black history Powerful People Sets: groups of Black historical figures organized by theme with resources for both teacher and student learning Book collections and lessons featuring nearly 100 children's books Strategies and tips for adapting and disrupting curriculum in order to center Black history Ideas for celebrating Black History Month in ways that go beyond February FAQ's to help you navigate the ins and outs of teaching Black history in the elementary classroom With Beyond February, you'll have the tools to teach Black history all year long!
  black history video games: The Performance of Video Games Kelly I. Aliano, 2022-10-27 When viewed through the context of an interactive play, a video game player fulfills the roles of both actor and spectator, watching and influencing a game's story in real time. This book presents video gaming as a virtual medium for performance, scrutinizing the ways in which a player's interaction with the narrative informs personal, historical, social and cultural understanding. Centering the author's own experiences as both video game player and performance scholar, the book thoroughly applies concepts from theatre and performance studies. Chapters argue that the posthuman player position now challenges what can be contextualized as a lived experience, and how video games can change players' relationships with historical events and contemporary concerns, ultimately impacting how they develop a sense of self. Using the author's own gaming experiences as a framework, the book focuses on the intersection between player and narrative, exploring what engagement with a storyline reveals about identity and society.
  black history video games: Games vs. Hardware. The History of PC video games Bogdan Ion Purcaru, 2014-03-13 My two biggest passions concerning computers are hardware and gaming. I wrote this book because I don’t want that important pieces of history regarding computer hardware, games and, in a smaller amount the 80’s operating systems to be forgotten and lost. I want everyone to appreciate the hardware and software industry and especially the people behind them as they worked many days and nights to deliver us fast and advanced computers and entertaining and complex games.
  black history video games: African American Culture Omari L. Dyson, Judson L. Jeffries Ph.D., Kevin L. Brooks, 2020-07-23 Covering everything from sports to art, religion, music, and entrepreneurship, this book documents the vast array of African American cultural expressions and discusses their impact on the culture of the United States. According to the latest census data, less than 13 percent of the U.S. population identifies as African American; African Americans are still very much a minority group. Yet African American cultural expression and strong influences from African American culture are common across mainstream American culture—in music, the arts, and entertainment; in education and religion; in sports; and in politics and business. African American Culture: An Encyclopedia of People, Traditions, and Customs covers virtually every aspect of African American cultural expression, addressing subject matter that ranges from how African culture was preserved during slavery hundreds of years ago to the richness and complexity of African American culture in the post-Obama era. The most comprehensive reference work on African American culture to date, the multivolume set covers such topics as black contributions to literature and the arts, music and entertainment, religion, and professional sports. It also provides coverage of less-commonly addressed subjects, such as African American fashion practices and beauty culture, the development of jazz music across different eras, and African American business.
  black history video games: Asian Histories and Heritages in Video Games Yowei Kang, Kenneth C. C. Yang, Michał Mochocki, Jakub Majewski, Paweł Schreiber, 2024-08-28 This book explores the representations of national Asian histories in digital games. Situated at the intersection of regional game studies and historical game studies, this book offers chapters on histories and heritages of Japan, China, Iran, Iraq, Taiwan, South Korea, Indonesia, Singapore, Turkey, and Russia. The volume looks beyond the diversity of the local histories depicted in games, and the audience reception of these histories, to show a diversity of approaches which can be used in examining historical games– from postcolonialism to identity politics to heritage studies. It demonstrates various methodological approaches to historical/regional game studies: case studies of nationally produced historical games that deal with local history, studies of media reception of history/heritage-themed games, text-mining methods studying attitudes expressed by players of such games, and educational perspectives on games in teaching cultural heritage. Through the lens of videogames, the authors explore how nations struggle with the legacies of war, colonialism and religious strife that have been a part of nation-building - but also how victimized cultures can survive, resist, and sometimes prevail. Appealing primarily to scholars in the fields of game studies, heritage studies, postcolonial criticism, and media studies, this book will be particularly useful for the subfields of historical game studies and postcolonial game studies.
  black history video games: Critical Readings: Moral Panics And The Media Critcher, Chas, 2006-03-01 First coined by Stanley Cohen in 1972, 'moral panic' is a key term in media studies, used to refer to sudden eruptions of indignant concern about social issues. An occurrence of moral panic is characterised by stylized and stereotypical representation by the mass media, and a tendency for those in power to claim the moral high ground and pronounce judgement. In this important book, Chas Critcher brings together essential readings on moral panics, which he contextualises in the light of moral panic scholarship through an editor’s introduction and concise section introductions. The first section discusses moral panic models, and includes contributions on the history and intellectual background of the concept. Differences in thinking between British and American moral panic scholarship are also examined. A second section features important case studies, including AIDS, Satanism, drugs, paedophilia and asylum seekers. This is followed by readings that look at themes such as the importance of language, rhetoric and discourse; the dynamics of media reporting and how it affects public opinion; and the idea of the ‘risk society’. Finally, readings critique and debate the use and relevance of moral panic models. Critical Readings: Moral Panics And The Mediais a valuable resource for students and researchers in media studies, criminology and sociology. Essays by:David L. Altheide, Nachman Ben-Yehuda, Joel Best, Theodore Chiricos, John Clarke, Stan Cohen, Chas Critcher, Mary deYoung, Julie Dickinson, Erich Goode, Johanna Habermeier, Stuart Hall, Sean P. Hier, Tony Jefferson, Philip Jenkins, Hans Mathias Kepplinger, Jennifer Kitzinger, Daniel Maier-Katkin, Angela McRobbie, Peter Meylakhs, Suzanne Ost, Bryan Roberts, Liza Schuster, Stephen Stockwell, Kenneth Thompson, Sarah L.Thornton, Sheldon Ungar, Simon Watney, Jeffrey Weeks, Michael Welch, Paul Williams.
  black history video games: Black Enterprise , 1997-05 BLACK ENTERPRISE is the ultimate source for wealth creation for African American professionals, entrepreneurs and corporate executives. Every month, BLACK ENTERPRISE delivers timely, useful information on careers, small business and personal finance.
  black history video games: Gamer Girls Mary Kenney, 2022-07-19 Discover the women behind the video games we love—the iconic games they created, the genres they invented, the studios and companies they built—and how they changed the industry forever. Women have always made video games, from the 1960s and the first-of-its-kind, projector-based Sumerian Game to the blockbuster Uncharted games that defined the early 2000s. Women have been behind the writing, design, scores, and engines that power one of the most influential industries out there. In Gamer Girls, now you can explore the stories of 25 of those women. Bursting with bold artwork, easy-to-read profiles, and real-life stories of the women working on games like Centipede, Final Fantasy, Halo, and more, this dynamic illustrated book shows what a huge role women have played—and will continue to play—in the creation of video games. With additional sidebars about other influential women in the industry, as well as a glossary and additional resources page, Gamer Girls offers a look into the work and lives of influential pixel queens such as: Roberta Williams (one of the creators of the adventure genre) Mabel Addis Mergardt (the first person to write a video game) Muriel Tramis (the French knight of video games) Keiko Erikawa (creator of the otome genre) Yoko Shimomura (composer for Street Fighter, Final Fantasy, and Kingdom Hearts) Rebecca Heineman (first national video game tournament champion) Danielle Bunten Berry (creator of M.U.L.E. and early advocate for multiplayer games) and more! Whether you’re a gamer girl who plays video games, a gamer girl who makes video games, or a parent raising a gamer girl, this entertaining, inspiring book will have you itching to pick up a controller or create your own video games!
  black history video games: Teaching on Days After Alyssa Hadley Dunn, 2021-12-03 What should teachers do on the days after major events, tragedies, and traumas, especially when injustice is involved? This beautifully written book features teacher narratives and youth-authored student spotlights that reveal what classrooms do and can look like in the wake of these critical moments. Dunn incisively argues for the importance of equitable commitments, humanizing dialogue, sociopolitical awareness, and a rejection of so-called pedagogical neutrality across all grade levels and content areas. By highlighting the voices of teachers who are pushing beyond their concerns and fears about teaching for equity and justice, readers see how these educators address negative reactions from parents and administrators, welcome all student viewpoints, and negotiate their own feelings. These inspiring stories come from diverse areas such as urban New York, rural Georgia, and suburban Michigan, from both public and private schools, and from classrooms with both novice and veteran teachers. Teaching on Days After can be used to support current classroom teachers and to better structure teacher education to help preservice teachers think ahead to their future classrooms. Book Features: Narratives from teachers and students that represent a diverse range of identities, locations, grade levels, and content areas. Examples of days after that teachers remember, including 9/11, elections, natural disasters, gun violence, police brutality, social uprisings, Supreme Court decisions, immigration policies, and more. Examples of days after that K-12 and college-aged students remember, including what their teachers did and didn't do and how they experienced these moments. Proceeds will be donated to educational non-profits The Abolitionist Teaching Network and Woke Kindergarten.
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