Jürgen Taeger
Recht 4.0 - Innovationen aus den rechtswissenschaftlichen Laboren
Women Gamers and Designed Identity
Steffen Timmann
Reelle Zahlen, Folgen und Reihen, stetige Funktionen, Funktionenfolgen, Differenzierbarkeit, Potenzreihen, elementare Funktionen, Riemann-Integral in IR
Women Gamers and Designed Identity
Gerhard Merziger, Thomas Wirth
Repetitorium der höheren Mathematik
Women Gamers and Designed Identity
Klaus Pohl
Requirements Engineering
Women Gamers and Designed Identity
Roger Archer
Risk
Women Gamers and Designed Identity
Herbert Burbiel
SOA & Webservices in der Praxis
Women Gamers and Designed Identity
Rick F. van der Lans
SQL
Women Gamers and Designed Identity
Luca Stulier
Schritt Für Schritt Zum App Millionär
Women Gamers and Designed Identity
Philip Ackermann
Schrödinger programmiert Java
Women Gamers and Designed Identity
Stephan Elter
Schrödinger programmiert Python
Women Gamers and Designed Identity
Bruce Schneier
Secrets & lies
Women Gamers and Designed Identity
Ready Player Two
Women Gamers and Designed Identity
Shira Chess
description
Cultural stereotypes to the contrary, approximately half of all video game players are now women. A subculture once dominated by men, video games have become a form of entertainment composed of gender binaries. Supported by games such as Diner Dash, Mystery Case Files, Wii Fit, and Kim Kardashian: Hollywood--which are all specifically marketed toward women--the gamer industry is now a major part of imagining what femininity should look like. In Ready Player Two, media critic Shira Chess uses the concept of "Player Two"--the industry idealization of the female gamer--to examine the assumptions implicit in video games designed for women and how they have impacted gaming culture and the larger society. With Player Two, the video game industry has designed specifically for the feminine ideal: she is white, middle class, heterosexual, cis-gendered, and abled. Drawing on categories from time management and caregiving to social networking, consumption, and bodies, Chess examines how games have been engineered to shape normative ideas about women and leisure. Ready Player Two presents important arguments about how gamers and game developers must change their thinking about both women and games to produce better games, better audiences, and better industry practices. Ultimately, this book offers vital prescriptions for how one of our most powerful entertainment industries must evolve its ideas of women.
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pages
223
Year published
2017
Publisher
University of Minnesota Press
Issn
978-1-5179-0069-4
Language
en
categories
id
K.4.2 CHE17