2011
DOI: 10.1080/03007766.2011.539831
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“Can't Tell Me Nothing”: Symbolic Violence, Education, and Kanye West

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Cited by 11 publications
(5 citation statements)
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“…Kayne West's College Dropout (2004) particularly exemplifies ideas about the conformist limitations of higher education (Au, 2005;Richardson, 2011).…”
Section: Media and Artifactsmentioning
confidence: 98%
“…Kayne West's College Dropout (2004) particularly exemplifies ideas about the conformist limitations of higher education (Au, 2005;Richardson, 2011).…”
Section: Media and Artifactsmentioning
confidence: 98%
“…Each of the participants offer scathing critiques of their institutions through their experiences as Black men on campus. However, rather than naming specific persons or entities that have c/ overtly impeded their academic progress or symbolic violence (Richardson, 2011), the participants use their lyrics to create a ubiquitous they. That is, what I describe as, a composite character whose habits and dispositions reflect that of white supremacy and internalized racism.…”
Section: Navigating the New Trapmentioning
confidence: 99%
“…Of all the theoretical concepts of Bourdieu, symbolic violence is the one most likely to be associated with contemporary discussions of race. Research has looked at how conversations people of color are subjected to, notably in educational spaces, might evoke symbolic violence (Dlamini et al, 2018;Richardson 2011). Additionally, the language and images in media that people of color might encounter have been interpreted, by research, as a form of symbolic violence (Caputo-Levine, 2018;DeCook, 2018;Ibrahim, 2011).…”
Section: Practice Theory and Symbolic Violencementioning
confidence: 99%
“…During the circumstance known as #Gamergate, question to which women were sidelined, dismissed, and actively harassed came to the forefront (Chess & Shaw, 2015; Ferguson & Glasgow, 2021). The negative experiences of women have led researchers to be more sensitive to the experiences of other marginalized gamers, such as African Americans and sexual minorities (Leonard, 2006; Shaw, 2012). Research has suggested the notion that most gaming subcultures harbor a bias toward Western, White heterosexual men (Chan & Gray, 2020; Ortiz, 2019).…”
Section: Gaming and Inequalitymentioning
confidence: 99%