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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. 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.
Women video gamers. --- Sex role. --- Video games --- Video games industry --- Social aspects. --- Active audience theory. --- Agency. --- Analog games. --- Casual games. --- Casual gaming. --- Casualized era. --- Community management. --- Coping mechanisms. --- Core games. --- Core gaming. --- Counter-hegemony. --- Crisis of authority. --- Critical discourse analysis. --- Female gamers. --- Feminism. --- Feminist Media Studies. --- Game development. --- Game studies. --- Gamer stereotypes. --- Games studies. --- Gender. --- Hegemony. --- Identity. --- Ideology. --- Imagined communities. --- In-depth interviews. --- Industry. --- Inferential sexism. --- Interpretive communities. --- Longitudinal interviews. --- Online harassment. --- Overt sexism. --- Player lifecycle. --- Popular culture. --- Press analysis. --- Video games.
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"The Routledge Handbook of Esports offers the first fully comprehensive, interdisciplinary study of esports, one of the fastest growing sectors of the contemporary sports and entertainment industries. Global in coverage, the book emphasizes the multifaceted nature of esports and explores the most pressing issues defining the competitive video gaming landscape today. Featuring the work of 93 leading esports academics and industry specialists from around the world, and rigorously peer-reviewed, the book is structured around ten key themes: 1) Introduction to Esports, 2) Esports Research, 3) Esports Players, 4) Esports Business and Management, 5) Esports Media and Communication, 6) Esports Education, 7) Critical Concerns in Esports, 8) Global Esports Cultures, 9) Esports Future Directions, 10) Key Terms Definitions. Examining the current state of esports, emerging areas of interest and the ongoing debates shaping the esports industry, each of the 62 chapters offers key highlights, an assessment of the latest research, practical esports examples and recommendations, and is complemented by enlightening case studies or industry interviews. For further academic and professional depth, chapters also include a guide to recommended additional resources. Explaining technical terms and gaming jargon in a user-friendly manner, and maintaining a balanced tone throughout, this handbook is essential reading for any student or researcher with an interest in esports, gaming, or sport studies, and for any practitioner or policy maker working in the esports industry" --
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