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Nakamura, Digitizing Race, Introduction, chapter 5, Epilogue

Nakamura, Digitizing Race, Introduction, chapter 5, Epilogue

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1<br />

“Ramadan Is Almoast Here!” The<br />

Visual Culture of AIM Buddies, <strong>Race</strong>,<br />

Gender, and Nation on the Internet<br />

“The right to control one’s data image—outside of social and entertainment<br />

contexts—has yet to be obtained in the current political struggles over citizenship<br />

in cyberspace.” 1 So wrote David Rodowick in 2001, and it is certainly<br />

the case that the Internet has been both the occasion for, and subject<br />

of, numerous debates over the extent to which control societies ought to be<br />

able to exercise power over citizens through data images. And while Rodowick<br />

is correct in asserting that the state has yet to exercise as much control<br />

over the use of data images in social and entertainment contexts as it does<br />

in others, these are far from unregulated spaces of digital representation. As<br />

numerous feminist critiques of female gaming avatars in Tomb Raider and<br />

Everquest have shown, the narrow range of body types available for gameplay<br />

certainly deprives female players of the right to control their data images in<br />

ways that feel comfortable to them. 2 Digital gaming is a large and highly lucrative<br />

and organized form of cultural production, and thus the profit imperative<br />

takes the place of the state when it comes to the ways that gaming’s<br />

visual cultures of bodily data imaging are managed. Rodowick’s claim that<br />

social and entertainment contexts are part of a struggle for “citizenship in<br />

cyberspace” is well taken, however, and the notion that these are perhaps<br />

fruitful places to look for subversive data images that are more “owned” by<br />

their users than those available in commercial, governmental, and corporate<br />

spaces is certainly useful. To that end, in this <strong>chapter</strong> I will examine the use<br />

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