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""The world of video games has long revolved around a subset of its player base-straight, white males aged 18-25. Highly gendered marketing in the late 1990s and early 2000s widened the gap between this perceived base and the actual diverse group who buy video games. Despite reports from the Entertainment Software Association that nearly half of gamers identify as female, many developers continue to produce content reflecting this imaginary audience. Many female gamers are in turn modifying games to appeal to players like themselves. "Modders" alter the appearance of characters, rewrite scenes and epilogues, enhance or add love scenes and create fairy tale happy endings. This collection of new essays examines the phenomenon of women and modding, focusing on such titles as Skyrim, Dragon Age, Mass Effect and The Sims. Topics include the relationship between modders and developers, the history of modding, and the relationship between modding and disability, race, sexuality and gender identity."-Provided by publisher"--
Women video gamers. --- Video games --- Social aspects. --- Sex differences. --- Modding
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Why video games need feminism and feminism needs video games.“You play like a girl”: it's meant to be an insult, accusing a player of subpar, un-fun playing. If you're a girl, and you grow up, do you “play like a woman”—whatever that means? In this provocative and enlightening book, Shira Chess urges us to play like feminists. Furthermore, she urges us to play video games like feminists. Playing like a feminist is empowering and disruptive; it exceeds the boundaries of gender yet still advocates for gender equality. Playing like a feminist offers a new way to think about how humans play —and also a new way to think about how feminists do their feministing. Chess argues that feminism need video games as much as video games need feminism.Video games, Chess tells us, are primed for change. Roughly half of all players identify as female, and Gamergate galvanized many of gaming's disenfranchised voices. Games themselves are in need of a creative platform-expanding, metaphysical explosion; feminism can make games better. Chess reflects on the importance of play, and playful protest, and how feminist video games can help us rethink the ways that we tell stories. She proposes “Women's Gaming Circles”—which would function like book clubs for gaming—as a way for feminists to take back play. (An appendix offers a blueprint for organizing a gaming circle.) Play and games can be powerful. Chess's goal is for all of us—regardless of gender orientation, ethnicity, ability, social class, or stance toward feminism—to spend more time playing as a tool of radical disruption.
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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An important new voice provides a riveting look at why video games need feminism and why all of us should make space for more play in our lives. "You play like a girl": it's meant to be an insult, accusing a player of subpar, un-fun playing. If you're a girl, and you grow up, do you "play like a woman"--whatever that means? In this provocative and enlightening book, Shira Chess urges us to play like feminists. Furthermore, she urges us to play video games like feminists. Playing like a feminist is empowering and disruptive; it exceeds the boundaries of gender yet still advocates for gender equality. Feminism need video games as much as video games need feminism.
Feminism and video games --- Women video gamers --- Video games --- Women --- Human females --- Wimmin --- Woman --- Womon --- Womyn --- Females --- Human beings --- Femininity --- Video gamers --- Video games and feminism --- Social aspects --- Recreation --- E-books
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"This insightful and celebratory book highlights women who helped to establish the video game industry, women who disrupt it, women who fight to diversify it, and young women who will someday lead it. Featuring household names and unsung heroes, each individual profiled plays an important role in the gaming industry. Some of the talented women featured in the book include: Ashly Burch, Emmy-winning writer and voice actress; Carol Shaw, early industry programmer, designer, and Industry Icon award recipient; Niamh "Chipzel" Houston, celebrated chiptune composer and performer; Ariana Green, co-founder of Couple Six, Barbados' first game studio; Anna Anthropy, prolific experimental designer and author; Amy Hennig, senior creative director and Writers Guild of America award winner; Karisma Williams, Xbox and Oculus VR senior UI/UX designer; Jenny Xu, JCSoft Inc. founder and MIT undergraduate; Perrin Kaplan, former vice-president of marketing tor Nintendo of America; Jane Ng, senior game artist at Valve."--Back cover. Featuring intriguing interviews from 100 influential women in gaming, learn how women have played — and will continue to play — important roles in the burgeoning video game industry. Women in Gaming: 100 Professionals of Play is a celebration of women’s accomplishments in the video game industry, ranging from high-level executives to programmers to pro-gamers. This insightful and celebratory book highlights women who helped establish the industry, women who disrupt it, women who fight to diversify it, and young women who will someday lead it. Featuring household names and unsung heroes, each individual profiled plays an important role in the gaming industry.
Women video game designers --- Women executives --- Businesswomen --- Video games industry --- Video games --- Women video gamers --- Electronic games industry --- Women computer programmers --- Voice actors and actresses --- Social aspects --- Social aspects --- Social aspects
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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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