Blog Post #4 - Week 6 (due 2/27)
Race and Power in the Digital Age
How does the invisibility of race in cyberspace impact online discussions about racial identity and discrimination?
The invisibility of race in cyberspace can lead to both the erasure of racial identity and the silencing of discussions about discrimination. Kolko, Nakamura, and Rodman (2000) explain that online interactions often treat race as a binary - either “an invisible concept because it’s simultaneously unmarked and undiscussed, or … a controversial flashpoint for angry debate and overheated rhetoric” (p.1). Without visible racial markers, many assume a “race-neutral” space, which can reinforce dominant narratives that disregard systemic racism. However, as the authors argue, “whether we like it or not, in the real world, race does matter a great deal” (p. 4). This invisibility can allow for both progressive identity exploration and the perpetuation of exclusionary practices.
How does the game Shadow Warrior use humor and parody to justify racial stereotypes, and what are the consequences of this approach?
Shadow Warrior uses humor and parody to disguise its racial stereotypes, making them appear harmless or acceptable. The game’s creators claim it is a parody of kung-fu films, yet it “continued to promote its racist and sexist agendas” (Ow, 2000, p. 54). This justification allows players to engage with these stereotypes without critically questioning their impact. As Ow states, the game presents “a colonizing narrative where conquest and exploration, rather than upholding justice, become the primary goals” (p. 58). Ultimately, the game’s humor masks deeper issues of racism and exclusion in digital spaces.
How does Pokemon GO reflect real-world racial and social divisions?
Pokemon GO may seem like a fun, lighthearted game, but it unintentionally highlights racial and economic inequalities. The game requires players to move around different neighborhoods, but this can be dangerous for some people. As Omari Akil noted, “Let’s just go ahead and add Pokemon GO to the extremely long list of things white people can do without fear of being killed” (p. 1). Minority players, particularly Black and Asian Americans, often face suspicion or even violence in certain areas. This shows how digital games are not separate from real-world issues but actually reinforce them.
How does the Internet make white supremacist messages more accessible to the public, and why is this a concern?
The Internet makes white supremacist content easy to find and share, which increases its influence. As David Duke states, the Internet allows white supremacists to spread their message faster than ever before, giving “millions access to the truth that many didn’t even know existed” (Daniels, 2009, p.1). This is dangerous because anyone, including young people, can come across these ideas, sometimes without realizing they are reading racist content. “Cloaked websites further obscure defining what constitutes white supremacy in the digital era” with messages as educational resources (Daniels, 2009, p. 6). Search engines often present all websites as equally credible, people may struggle to tell accurate historical information from white supremacist propaganda.
Why is it difficult to track and limit white supremacist content online?
Tracking and limiting white supremacist content online is challenging because of the strategies these groups use to hide their message and identities. Many white supremacists use “difficult-to-detect authorship and hidden agendas” to spread their ideology while appearing as legitimate sources (Daniels, 2009, p. 4). Additionally, estimating the number of hate sites is difficult because “ownership, residence, and server location of a domain name - all three of which can be different” (p. 6). The U.S. also protects many of these websites under free speech laws, making it harder to remove them, even when their content promotes racism and misinformation.
Word Count: 515
Daniels, J. (2009). Cyber Racism: White Supremacy Online and the New Attack on Civil Rights. Rowman & Littlefield Publishers.
Kolko, B. E., Nakamura, L., & Rodman, G. B. (2000). Race in cyberspace: An introduction. Routledge.
Nakamura, L. (2016). The Race Card: Ludo-Orientalism and the Gamification of Race.
Ow, J. A. (2000). The rape of digital geishas and the colonization of cybercoolies in 3D Realms' Shadow Warrior. In B. E. Kolko, L. Nakamura, & G. B. Rodman (Eds.), Race in Cyberspace (pp. 51-72). Routledge.



















