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Feminism in Play focuses on women as they are depicted in video games, as participants in games culture, and as contributors to the games industry. This volume showcases women’s resistance to the norms of games culture, as well as women’s play and creative practices both in and around the games industry. Contributors analyze the interconnections between games and the broader societal and structural issues impeding the successful inclusion of women in games and games culture. In offering this framework, this volume provides a platform to the silenced and marginalized, offering counter-narratives to the post-racial and post-gendered fantasies that so often obscure the violent context of production and consumption of games culture
Feminism --- Culture—Study and teaching. --- Culture. --- Technology. --- Gender. --- Digital media. --- Communication. --- Popular Science in Cultural and Media Studies. --- Culture and Technology. --- Culture and Gender. --- Digital/New Media. --- Media and Communication. --- Communication, Primitive --- Mass communication --- Sociology --- Electronic media --- New media (Digital media) --- Mass media --- Digital communications --- Online journalism --- Applied science --- Arts, Useful --- Science, Applied --- Useful arts --- Science --- Industrial arts --- Material culture --- Cultural sociology --- Culture --- Sociology of culture --- Civilization --- Popular culture --- Social aspects --- kvinner --- dataspill --- feminisme
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From #Gamergate to the daily experiences of marginalization among gamers, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole. Drawing from the latest research and from popular games such as World of warcraft and Tomb raider, Woke gaming examines resistance to spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays identify strategies to detox gaming culture and orient players toward progressive ends, illustrating the power and potential of video games to become catalysts for social justice.
Video games --- Violence in video games. --- Sex in video games. --- Television games --- Videogames --- Electronic games --- Social aspects. --- Moral and ethical aspects. --- rettferdighet --- etikk --- rasisme --- kjønnsdiskriminering --- undertrykkelse --- videospill --- Computer games --- Internet games --- Games --- Crime in video games
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Feminism in Play focuses on women as they are depicted in video games, as participants in games culture, and as contributors to the games industry. This volume showcases women’s resistance to the norms of games culture, as well as women’s play and creative practices both in and around the games industry. Contributors analyze the interconnections between games and the broader societal and structural issues impeding the successful inclusion of women in games and games culture. In offering this framework, this volume provides a platform to the silenced and marginalized, offering counter-narratives to the post-racial and post-gendered fantasies that so often obscure the violent context of production and consumption of games culture.
Sociology of culture --- Sociology of the family. Sociology of sexuality --- feminisme
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