Gender Divide and the Computer Game Industry

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Publisher : IGI Global
ISBN 13 : 1466645350
Total Pages : 321 pages
Book Rating : 4.56/5 ( download)

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Book Synopsis Gender Divide and the Computer Game Industry by : Prescott, Julie

Download or read book Gender Divide and the Computer Game Industry written by Prescott, Julie and published by IGI Global. This book was released on 2013-09-30 with total page 321 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book takes a look at the games industry from a gendered perspective and highlights the variety of ways in which women remain underrepresented in this industry"--Provided by publisher.

Gender Considerations and Influence in the Digital Media and Gaming Industry

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Publisher : IGI Global
ISBN 13 : 1466661437
Total Pages : 357 pages
Book Rating : 4.31/5 ( download)

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Book Synopsis Gender Considerations and Influence in the Digital Media and Gaming Industry by : Prescott, Julie

Download or read book Gender Considerations and Influence in the Digital Media and Gaming Industry written by Prescott, Julie and published by IGI Global. This book was released on 2014-06-30 with total page 357 pages. Available in PDF, EPUB and Kindle. Book excerpt: Occupational segregation is an important issue and can be detrimental to women. There is a strong need for more women in science, engineering, and information technology, which are traditionally male dominated fields. Female representation in the computer gaming industry is a potential way to increase the presence of women in other computer-related fields. Gender Considerations and Influence in the Digital Media and Gaming Industry provides a collection of high-quality empirical studies and personal experiences of women working in male-dominated fields with a particular focus on the media and gaming industries. Providing insight on best methods for attracting and retaining women in these fields, this volume is a valuable reference for executives and members of professional bodies who wish to encourage women in their career progression.

Cases on the Societal Effects of Persuasive Games

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Publisher : IGI Global
ISBN 13 : 1466662077
Total Pages : 345 pages
Book Rating : 4.70/5 ( download)

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Book Synopsis Cases on the Societal Effects of Persuasive Games by : Ruggiero, Dana

Download or read book Cases on the Societal Effects of Persuasive Games written by Ruggiero, Dana and published by IGI Global. This book was released on 2014-06-30 with total page 345 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book investigates the connection between multimedia technologies and game-based learning for an improved understanding of the impact and effectiveness of serious games in modern societies, offering examples from the fields of education, business, healthcare, and more"--Provided by publisher.

Hot Tubs and Pac-Man

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Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 3110668572
Total Pages : 148 pages
Book Rating : 4.75/5 ( download)

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Book Synopsis Hot Tubs and Pac-Man by : Anne Ladyem McDivitt

Download or read book Hot Tubs and Pac-Man written by Anne Ladyem McDivitt and published by Walter de Gruyter GmbH & Co KG. This book was released on 2020-10-12 with total page 148 pages. Available in PDF, EPUB and Kindle. Book excerpt: This work looks at the gendered nature of the US video gaming industry. Although there were attempts to incorporate women into development roles and market towards them as players, the creation of video games and the industry began in a world strongly gendered male. The early 1980s saw a blip of hope that the counter-cultural industry focused on fun would begin to include women, but after the video game industry crash, this free-wheeling freedom of the industry ended along with the beginnings of the inclusion of women. Many of the threads that began in the early years continued or have parallels with the modern video game industry. The industry continues to struggle with gender relations in the workplace and with the strongly gendered male demographic that the industry perceives as its main market.

From Barbie® to Mortal Kombat

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Publisher : MIT Press
ISBN 13 : 9780262531689
Total Pages : 400 pages
Book Rating : 4.82/5 ( download)

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Book Synopsis From Barbie® to Mortal Kombat by : Justine Cassell

Download or read book From Barbie® to Mortal Kombat written by Justine Cassell and published by MIT Press. This book was released on 2000-02-28 with total page 400 pages. Available in PDF, EPUB and Kindle. Book excerpt: Girls and computer games—and the movement to overcome the stereotyping that dominates the toy aisles. Many parents worry about the influence of video games on their children's lives. The game console may help to prepare children for participation in the digital world, but at the same time it socializes boys into misogyny and excludes girls from all but the most objectified positions. The new "girls' games" movement has addressed these concerns. Although many people associate video games mainly with boys, the girls games' movement has emerged from an unusual alliance between feminist activists (who want to change the "gendering" of digital technology) and industry leaders (who want to create a girls' market for their games). The contributors to From Barbie® to Mortal Kombat explore how assumptions about gender, games, and technology shape the design, development, and marketing of games as industry seeks to build the girl market. They describe and analyze the games currently on the market and propose tactical approaches for avoiding the stereotypes that dominate most toy store aisles. The lively mix of perspectives and voices includes those of media and technology scholars, educators, psychologists, developers of today's leading games, industry insiders, and girl gamers. Contributors Aurora, Dorothy Bennett, Stephanie Bergman, Cornelia Brunner, Mary Bryson, Lee McEnany Caraher, Justine Cassell, Suzanne de Castell, Nikki Douglas, Theresa Duncan, Monica Gesue, Michelle Goulet, Patricia Greenfield, Margaret Honey, Henry Jenkins, Cal Jones, Yasmin Kafai, Heather Kelley, Marsha Kinder, Brenda Laurel, Nancie Martin, Aliza Sherman, Kaveri Subrahmanyam

Women of Ice and Fire

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 1501302914
Total Pages : 288 pages
Book Rating : 4.16/5 ( download)

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Book Synopsis Women of Ice and Fire by : Anne Gjelsvik

Download or read book Women of Ice and Fire written by Anne Gjelsvik and published by Bloomsbury Publishing USA. This book was released on 2016-04-07 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: George R.R. Martin's acclaimed seven-book fantasy series A Song of Ice and Fire is unique for its strong and multi-faceted female protagonists, from teen queen Daenerys, scheming Queen Cersei, child avenger Arya, knight Brienne, Red Witch Melisandre, and many more. The Game of Thrones universe challenges, exploits, yet also changes how we think of women and gender, not only in fantasy, but in Western culture in general. Divided into three sections addressing questions of adaptation from novel to television, female characters, and politics and female audience engagement within the GoT universe, the interdisciplinary and international lineup of contributors analyze gender in relation to female characters and topics such as genre, sex, violence, adaptation, as well as fan reviews. The genre of fantasy was once considered a primarily male territory with male heroes. Women of Ice and Fire shows how the GoT universe challenges, exploits, and reimagines gender and why it holds strong appeal to female readers, audiences, and online participants.

Beyond Barbie and Mortal Kombat

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Publisher : MIT Press
ISBN 13 : 0262516063
Total Pages : 398 pages
Book Rating : 4.68/5 ( download)

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Book Synopsis Beyond Barbie and Mortal Kombat by : Yasmin B. Kafai

Download or read book Beyond Barbie and Mortal Kombat written by Yasmin B. Kafai and published by MIT Press. This book was released on 2011-02-25 with total page 398 pages. Available in PDF, EPUB and Kindle. Book excerpt: Girls and women as game players and game designers in the new digital landscape of massively multiplayer online games, “second lives,” “modding,” serious games, and casual games. Ten years after the groundbreaking From Barbie to Mortal Kombat highlighted the ways gender stereotyping and related social and economic issues permeate digital game play, the number of women and girl gamers has risen considerably. Despite this, gender disparities remain in gaming. Women may be warriors in World of Warcraft, but they are also scantily clad “booth babes” whose sex appeal is used to promote games at trade shows. Player-generated content has revolutionized gaming, but few games marketed to girls allow “modding” (game modifications made by players). Gender equity, the contributors to Beyond Barbie and Mortal Kombat argue, requires more than increasing the overall numbers of female players. Beyond Barbie and Mortal Kombat brings together new media theorists, game designers, educators, psychologists, and industry professionals, including some of the contributors to the earlier volume, to look at how gender intersects with the broader contexts of digital games today: gaming, game industry and design, and serious games. The contributors discuss the rise of massively multiplayer online games (MMOs) and the experience of girl and women players in gaming communities; the still male-dominated gaming industry and the need for different perspectives in game design; and gender concerns related to emerging serious games (games meant not only to entertain but also to educate, persuade, or change behavior). In today's game-packed digital landscape, there is an even greater need for games that offer motivating, challenging, and enriching contexts for play to a more diverse population of players. Contributors Cornelia Brunner, Shannon Campe, Justine Cassell, Mia Consalvo, Jill Denner, Mary Flanagan, Janine Fron, Tracy Fullerton, Elisabeth Hayes, Carrie Heeter, Kristin Hughes, Mimi Ito, Henry Jenkins III, Yasmin B. Kafai, Caitlin Kelleher, Brenda Laurel, Nicole Lazzaro, Holin Lin, Jacki Morie, Helen Nissenbaum, Celia Pearce, Caroline Pelletier, Jennifer Y. Sun, T. L. Taylor, Brian Winn, Nick YeeInterviews with Nichol Bradford, Brenda Braithwaite, Megan Gaiser, Sheri Graner Ray, Morgan Romine

Gaming Sexism

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Publisher : NYU Press
ISBN 13 : 1479838527
Total Pages : 274 pages
Book Rating : 4.23/5 ( download)

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Book Synopsis Gaming Sexism by : Amanda C. Cote

Download or read book Gaming Sexism written by Amanda C. Cote and published by NYU Press. This book was released on 2020-09-01 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: Interviews with female gamers about structural sexism across the gaming landscape When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women’s gaming are more actively enforced. In Gaming Sexism, Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality. Across in-depth interviews with women-identified gamers, Cote delves into the conflict between diversification and resistance to understand their impact on gaming, both casual and “core” alike. From video game magazines to male reactions to female opponents, she explores the shifting expectations about who gamers are, perceived changes in gaming spaces, and the experiences of female gamers amidst this gendered turmoil. While Cote reveals extensive, persistent problems in gaming spaces, she also emphasizes the power of this motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces can be overcome. Gaming Sexism is a well-timed investigation of equality, power, and control over the future of technology.

Women in Engineering, Science and Technology: Education and Career Challenges

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Publisher : IGI Global
ISBN 13 : 1615206582
Total Pages : 384 pages
Book Rating : 4.82/5 ( download)

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Book Synopsis Women in Engineering, Science and Technology: Education and Career Challenges by : Cater-Steel, Aileen

Download or read book Women in Engineering, Science and Technology: Education and Career Challenges written by Cater-Steel, Aileen and published by IGI Global. This book was released on 2010-05-31 with total page 384 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book discusses increasing the participation of women in science, engineering and technology professions, educating the stakeholders - citizens, scholars, educators, managers and policy makers - how to be part of the solution"--Provided by publisher.

Gamification: Concepts, Methodologies, Tools, and Applications

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Publisher : IGI Global
ISBN 13 : 1466682019
Total Pages : 2211 pages
Book Rating : 4.16/5 ( download)

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Book Synopsis Gamification: Concepts, Methodologies, Tools, and Applications by : Management Association, Information Resources

Download or read book Gamification: Concepts, Methodologies, Tools, and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2015-03-31 with total page 2211 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.