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Games Gender And Digital Culture


Games Gender And Digital Culture
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Games Gender And Digital Culture


Games Gender And Digital Culture
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Author : Mara Hobler
language : en
Publisher:
Release Date : 2007

Games Gender And Digital Culture written by Mara Hobler and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007 with Computers and women categories.




Gamer Trouble


Gamer Trouble
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Author : Amanda Phillips
language : en
Publisher: NYU Press
Release Date : 2020-04-21

Gamer Trouble written by Amanda Phillips and has been published by NYU Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-04-21 with Social Science categories.


Complicating perspectives on diversity in video games Gamers have been troublemakers as long as games have existed. As our popular understanding of “gamer” shifts beyond its historical construction as a white, straight, adolescent, cisgender male, the troubles that emerge both confirm and challenge our understanding of identity politics. In Gamer Trouble, Amanda Phillips excavates the turbulent relationships between surface and depth in contemporary gaming culture, taking readers under the hood of the mechanisms of video games in order to understand the ways that difference gets baked into its technological, ludic, ideological, and social systems. By centering the insights of queer and women of color feminisms in readings of online harassment campaigns, industry animation practices, and popular video games like Portal and Mass Effect, Phillips adds essential analytical tools to our conversations about video games. She embraces the trouble that attends disciplinary crossroads, linking the violent hate speech of trolls and the representational practices marginalizing people of color, women, and queers in entertainment media to the dehumanizing logic undergirding computation and the optimization strategies of gameplay. From the microcosmic level of electricity and flicks of a thumb to the grand stages of identity politics and global capitalism, wherever gamers find themselves, gamer trouble follows. As reinvigorated forms of racism, sexism, and homophobia thrive in games and gaming communities, Phillips follows the lead of those who have been making good trouble all along, agitating for a better world.



Gender Age And Digital Games In The Domestic Context


Gender Age And Digital Games In The Domestic Context
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Author : Alison Harvey
language : en
Publisher: Routledge
Release Date : 2015-03-27

Gender Age And Digital Games In The Domestic Context written by Alison Harvey and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-03-27 with Social Science categories.


Western digital game play has shifted in important ways over the last decade, with a plethora of personal devices affording a range of increasingly diverse play experiences. Despite the celebration of a more inclusive environment of digital game play, very little grounded research has been devoted to the examination of familial play and the domestication of digital games, as opposed to evolving public and educational contexts. This book is the first study to provide a situated investigation of the site of family play— the shared spaces and private places of gameplay within the domestic sphere. It carries out an empirically grounded and critical analysis of what marketing and sales discourses about shifts in the digital games audience actually look like in the space of the home, as well as the social and cultural role these ludic technologies take in the everyday practices of the family in the domestic context. It examines the material realities of video game technologies in the home; including time management and spatial organization, as well as the discursive role these devices play in discussions of technological competence and its complex relationship to age, generational differences, and gender performance. Harvey’s interdisciplinary approach and innovative methodology will hold great critical appeal for those studying digital culture, children’s media, and feminist studies of new media, as well as critical theories of technology and leisure and sport theory.



Gender Considerations And Influence In The Digital Media And Gaming Industry


Gender Considerations And Influence In The Digital Media And Gaming Industry
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Author : Prescott, Julie
language : en
Publisher: IGI Global
Release Date : 2014-06-30

Gender Considerations And Influence In The Digital Media And Gaming Industry written by Prescott, Julie and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-06-30 with Social Science categories.


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.



Digital Culture Play And Identity


Digital Culture Play And Identity
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Author : Hilde Corneliussen
language : en
Publisher: MIT Press
Release Date : 2008

Digital Culture Play And Identity written by Hilde Corneliussen and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008 with Games & Activities categories.


"This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds.The contributors have immersed themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design - as created by Blizzard Entertainment, the game's developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resident of Azeroth and the data they have gathered and interpreted.The contributors examine the ways that gameworlds reflect the real world - exploring such topics as World of Warcraft as a "capitalist fairytale" and the game's construction of gender; the cohesiveness of the gameworld in terms of geography, mythology, narrative, and the treatment of death as a temporary state; aspects of play, including "deviant strategies" perhaps not in line with the intentions of the designers; and character - both players' identification with their characters and the game's culture of naming characters." -- BOOK JACKET.



Digital Culture Society Dcs


Digital Culture Society Dcs
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Author : Pablo Abend
language : en
Publisher: transcript Verlag
Release Date : 2020-09-30

Digital Culture Society Dcs written by Pablo Abend and has been published by transcript Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-09-30 with Social Science categories.


This double issue of Digital Culture & Society addresses the complex thematic field of the dialectics of play and labour. We will take a closer look at the problem of play and work from two overlapping, albeit not mutually exclusive, perspectives: laborious play and playful work. The term laborious play points to practices and processes that turn playful activities into hard work. Laborious play happens whenever playfulness turns into work, and may be observed in such activities such as e-sports, excessive play, »goldfarming«, and Twitch gameplay broadcasting, amongst many others. A complementary phenomenon to that of laborious play is the practice and concept of playful work. The promises of a joyful and rewarding working experience have been promoted as »gamification« while critical voices denounce such attempts as ideology, exploitation or simply »bullshit«.



Transnational Contexts Of Culture Gender Class And Colonialism In Play


Transnational Contexts Of Culture Gender Class And Colonialism In Play
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Author : Alexis Pulos
language : en
Publisher: Springer
Release Date : 2016-12-24

Transnational Contexts Of Culture Gender Class And Colonialism In Play written by Alexis Pulos and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-12-24 with Social Science categories.


This book examines the local, regional and transnational contexts of video games through a focused analysis on gaming communities, the ways game design regulates gender and class relations, and the impacts of colonization on game design. The critical interest in games as a cultural artifact is covered by a wide range of interdisciplinary work. To highlight the social impacts of games the first section of the book covers the systems built around high score game competitions, the development of independent game design communities, and the formation of fan communities and cosplay. The second section of the book offers a deeper analysis of game structures, gender and masculinity, and the economic constraints of empire that are built into game design. The final section offers a macro perspective on transnational and colonial discourses built into the cultural structures of East Asian game play.



Gaming At The Edge


Gaming At The Edge
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Author : Adrienne Shaw
language : en
Publisher: U of Minnesota Press
Release Date : 2015-01-01

Gaming At The Edge written by Adrienne Shaw and has been published by U of Minnesota Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-01-01 with Social Science categories.


Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter. In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates. Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture.



Computer Games And New Media Cultures


Computer Games And New Media Cultures
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Author : Johannes Fromme
language : en
Publisher: Springer Science & Business Media
Release Date : 2012-06-14

Computer Games And New Media Cultures written by Johannes Fromme and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-06-14 with Education categories.


Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.



Digital Diversions


Digital Diversions
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Author : Julian Sefton-Green
language : en
Publisher: Routledge
Release Date : 2004-01-14

Digital Diversions written by Julian Sefton-Green and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004-01-14 with Social Science categories.


This work explores the diverse ways in which young people are active social agents in the production of youth culture in the digital age. It collects an international range of empirical accounts describing the ways in which young people utilize and appropriate new technology. The contributors draw on a range of theoretical perspectives including cultural studies, social anthropology and feminism.