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JSTOR_ocn971615604 |
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OCoLC |
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20231005004200.0 |
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170206s2017 mnu ob s001 0 eng |
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|a 2017005360
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|a DLC
|b eng
|e rda
|e pn
|c DLC
|d OCLCO
|d OCLCQ
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|d YDX
|d P@U
|d JSTOR
|d IDEBK
|d EBLCP
|d MERUC
|d TEFOD
|d UUM
|d YDX
|d OCLCO
|d OCLCF
|d NTG
|d OCLCQ
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|d OCLCQ
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019 |
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|a 1004848981
|a 1392314511
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|a 9781452954998
|q (electronic book)
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|z 9781517900687
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|a AU@
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|a (OCoLC)971615604
|z (OCoLC)1004848981
|z (OCoLC)1392314511
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|a 22573/ctt1p57wz3
|b JSTOR
|
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|a DDB74343-DE28-47E7-91ED-3FA8B588F1E9
|b OverDrive, Inc.
|n http://www.overdrive.com
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|a pcc
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050 |
1 |
4 |
|a GV1469.34.P79
|b C44 2017
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072 |
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|a GAM
|x 001000
|2 bisacsh
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|a SOC052000
|2 bisacsh
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|a GAM013000
|2 bisacsh
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|a 794.8
|2 23
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|a UAMI
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100 |
1 |
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|a Chess, Shira,
|e author.
|
245 |
1 |
0 |
|a Ready player two :
|b women gamers and designed identity /
|c Shira Chess.
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264 |
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1 |
|a Minneapolis, MN :
|b University of Minnesota Press,
|c [2017]
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300 |
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|a 1 online resource
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336 |
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|a text
|b txt
|2 rdacontent
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337 |
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|a computer
|b n
|2 rdamedia
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338 |
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|a online resource
|b nc
|2 rdacarrier
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504 |
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|a Includes bibliographical references and index.
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0 |
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|a Introduction: contextualizing player two -- Playing with identity -- Playing with time -- Playing with emotions -- Playing with consumption -- Playing with bodies -- Conclusion: the playful is political.
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|a "Cultural stereotypes to the contrary, approximately half of all video-game players are now women. A subculture once dominated by men, video games have become a form of entertainment composed of gender binaries. Supported by games such as Diner Dash, Mystery Case Files, Wii Fit, and Kim Kardashian: Hollywood -- specifically marketed to women -- the video game industry is now a major part of imagining what femininity should look like. In Ready Player Two, media critic Shira Chess uses the concept of "Player Two"--The industry idealization of the female gamer -- to examine assumptions implicit in video games designed for women and their impact on gaming culture and the larger society. With Player Two, the video game industry has designed specifically for the feminine ideal: white, middle class, heterosexual, cisgendered, and abled. Drawing on categories from time management and caregiving to social networking, consumptions, and bodies, Chess examines how games have been engineered to shape normative ideas about women and leisure"--
|c Provided by publisher.
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588 |
0 |
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|a Online resource; title from digital title page (viewed on June 06, 2018).
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590 |
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|a JSTOR
|b Books at JSTOR Demand Driven Acquisitions (DDA)
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590 |
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|a JSTOR
|b Books at JSTOR All Purchased
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590 |
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|a JSTOR
|b Books at JSTOR Evidence Based Acquisitions
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650 |
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0 |
|a Women video gamers
|x Psychology.
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650 |
|
0 |
|a Video games
|x Design
|x Psychological aspects.
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650 |
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0 |
|a Women
|x Identity.
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650 |
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6 |
|a Joueuses de jeux vidéo
|x Psychologie.
|
650 |
|
6 |
|a Jeux vidéo
|x Conception
|x Aspect psychologique.
|
650 |
|
6 |
|a Femmes
|x Identité.
|
650 |
|
7 |
|a GAMES
|x Board.
|2 bisacsh
|
650 |
|
7 |
|a SOCIAL SCIENCE
|x Media Studies.
|2 bisacsh
|
650 |
|
7 |
|a Women
|x Identity.
|2 fast
|0 (OCoLC)fst01176807
|
776 |
0 |
8 |
|i Print version:
|a Chess, Shira.
|t Ready player two.
|d Minneapolis : University of Minnesota Press, [2017]
|z 9781517900687
|w (DLC) 2016043311
|
856 |
4 |
0 |
|u https://jstor.uam.elogim.com/stable/10.5749/j.ctt1pwt7z7
|z Texto completo
|
938 |
|
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|a EBL - Ebook Library
|b EBLB
|n EBL5061943
|
938 |
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|a EBSCOhost
|b EBSC
|n 1506169
|
938 |
|
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|a ProQuest MyiLibrary Digital eBook Collection
|b IDEB
|n cis39018895
|
938 |
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|a Project MUSE
|b MUSE
|n muse60661
|
938 |
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|a YBP Library Services
|b YANK
|n 14851525
|
938 |
|
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|a Internet Archive
|b INAR
|n readyplayertwowo0000ches
|
994 |
|
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|a 92
|b IZTAP
|