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David Wolinsky's book provides an in-depth exploration of Gamergate, a significant cultural and societal phenomenon that emerged in 2014 as a harassment campaign targeting women in the gaming industry. Through oral history methodology, Wolinsky assembles a diverse array of voices, including game designers, journalists, and academics, to provide a comprehensive analysis of the movement's impact on internet culture and societal norms. The book delves into themes such as misogyny, extremism, and the dynamics of online communities, offering a critical examination of how Gamergate reflects broader issues of digital discourse and social media's role in shaping public opinion. The work aims to serve as an essential resource for understanding the complexities of online interactions and their implications. It is intended for readers interested in internet culture, gaming, and contemporary social issues.
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This volume focuses on the depiction of women in video games set in historical periods or archaeological contexts, explores the tension between historical and archaeological accuracy and authenticity, examines portrayals of women in historical periods or archaeological contexts, portrayals of female historians and archaeologists, and portrayals of women in fantastical historical and archaeological contexts. It includes both triple A and independent video games, incorporating genres such as turn-based strategy, action-adventure, survival horror, and a variety of different types of role-playing games. Its chronological and geographical scope ranges from late third century BCE China, to mid first century BCE Egypt, to Pictish and Viking Europe, to Medieval Germany, to twentieth century Taiwan, and into the contemporary world, but it also ventures beyond our universe and into the fantasy realm of Hyrule and the science fiction solar system of the Nebula.
Video games --- Feminism and video games. --- Archaeology --- Archeology --- Anthropology --- Auxiliary sciences of history --- History --- Antiquities --- Video games and feminism --- Social aspects. --- Computer simulation.
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"Play Like a Feminist discusses how play, in a general sense, and video games, more specifically, are of vital importance to feminist thinking"--
Feminism and video games. --- Women video gamers. --- Video games --- Women --- Social aspects. --- Recreation --- Feminism and video games --- Women video gamers --- 527 --- game studies --- ludologie --- feminisme --- spellen --- Games --- spelen --- Video games and feminism --- Video gamers --- Social aspects --- informatica - specifieke toepassingen --- Human females --- Wimmin --- Woman --- Womon --- Womyn --- Females --- Human beings --- Femininity --- Video games - Social aspects. --- Women - Recreation - Social aspects. --- Sociology of leisure
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