{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,5,1]],"date-time":"2026-05-01T14:39:50Z","timestamp":1777646390806,"version":"3.51.4"},"reference-count":42,"publisher":"SAGE Publications","issue":"5","license":[{"start":{"date-parts":[[2011,7,15]],"date-time":"2011-07-15T00:00:00Z","timestamp":1310688000000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/journals.sagepub.com\/page\/policies\/text-and-data-mining-license"}],"content-domain":{"domain":["journals.sagepub.com"],"crossmark-restriction":true},"short-container-title":["Games and Culture"],"published-print":{"date-parts":[[2011,9]]},"abstract":"<jats:p>Videogames\u2019 ability to depict cultural iconographies and characters have occasionally led to accusations of insensitivity. This article examines gamers\u2019 reactions to a developer\u2019s use of Africans as enemies in a survival horror videogame, Resident Evil 5. Their reactions offer insight into how videogames represent Whiteness and White privilege within the social structure of \u2018\u2018play.\u2019\u2019 Omi and Winant\u2019s (1994) racial formation theory notes that race is formed through cultural representations of human bodies organized in social structures. Accordingly, depictions of race in electronic spaces rely upon media imagery and social interactions. Videogames construct exotic fantasy worlds and peoples as places for White male protagonists to conquer, explore, exploit, and solve. Like their precursors in science fiction, fantasy, and horror, videogame narratives, activities, and players often draw from Western values of White masculinity, White privilege as bounded by conceptions of \u2018\u2018other,\u2019\u2019 and relationships organized by coercion and domination.<\/jats:p>","DOI":"10.1177\/1555412011402676","type":"journal-article","created":{"date-parts":[[2011,7,16]],"date-time":"2011-07-16T02:34:59Z","timestamp":1310783699000},"page":"429-452","update-policy":"https:\/\/doi.org\/10.1177\/sage-journals-update-policy","source":"Crossref","is-referenced-by-count":55,"title":["\u2018\u2018When Keeping it Real Goes Wrong\u2019\u2019: Resident Evil 5, Racial Representation, and Gamers"],"prefix":"10.1177","volume":"6","author":[{"given":"Andr\u00e9","family":"Brock","sequence":"first","affiliation":[{"name":"School of Library and Information Science\/POROI, University of Iowa, Iowa City, IA, USA,"}]}],"member":"179","published-online":{"date-parts":[[2011,7,15]]},"reference":[{"key":"atypb1","doi-asserted-by":"publisher","DOI":"10.1080\/13691180802660628"},{"key":"atypb2","unstructured":"Byrne, D.N. ( 2008). The future of (the) \u2018\u2018race\u2019\u2019: Identity, discourse, and the rise of computer-mediated public sphere. In K. Salen (Ed.), The ecology of games: Connecting youth, games, and learning (pp. 15-38). The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning . Cambridge, MA: The MIT Press."},{"key":"atypb3","doi-asserted-by":"publisher","DOI":"10.2307\/271809"},{"key":"atypb4","doi-asserted-by":"publisher","DOI":"10.1525\/fq.2007.61.2.64"},{"key":"atypb5","doi-asserted-by":"publisher","DOI":"10.1353\/aq.2006.0056"},{"key":"atypb6","volume-title":"White","author":"Dyer, R.","year":"1997"},{"key":"atypb7","doi-asserted-by":"publisher","DOI":"10.1215\/01642472-20-2_71-49"},{"key":"atypb8","doi-asserted-by":"publisher","DOI":"10.7208\/chicago\/9780226210773.001.0001"},{"key":"atypb9","unstructured":"Everett, A. & Watkins, C. ( 2008). The power of play: The portrayal and performance of race in video games. In K. 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