Cargando…

Ready Player Two : Women Gamers and Designed Identity /

"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 Kardash...

Descripción completa

Detalles Bibliográficos
Autor principal: Chess, Shira (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Minneapolis, MN : University of Minnesota Press, [2017]
Colección:Book collections on Project MUSE.
Temas:
Acceso en línea:Texto completo

MARC

LEADER 00000cam a22000004a 4500
001 musev2_55933
003 MdBmJHUP
005 20230905045737.0
006 m o d
007 cr||||||||nn|n
008 170206s2017 mnu o 00 0 eng d
010 |z  2017005360 
020 |a 9781452954981 
020 |z 9781517900694 
020 |z 1452954984 
035 |a (OCoLC)1004848981 
040 |a MdBmJHUP  |c MdBmJHUP 
100 1 |a Chess, Shira,  |e author. 
245 1 0 |a Ready Player Two :   |b Women Gamers and Designed Identity /   |c Shira Chess. 
264 1 |a Minneapolis, MN :  |b University of Minnesota Press,  |c [2017] 
264 3 |a Baltimore, Md. :  |b Project MUSE,   |c 2017 
264 4 |c ©[2017] 
300 |a 1 online resource (240 pages). 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
505 0 |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. 
520 |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. 
588 |a Description based on print version record. 
650 7 |a Women  |x Identity.  |2 fast  |0 (OCoLC)fst01176807 
650 7 |a SOCIAL SCIENCE  |x Media Studies.  |2 bisacsh 
650 7 |a GAMES  |x Board.  |2 bisacsh 
650 6 |a Femmes  |x Identite. 
650 6 |a Jeux video  |x Conception  |x Aspect psychologique. 
650 6 |a Joueuses de jeux video  |x Psychologie. 
650 0 |a Women  |x Identity. 
650 0 |a Video games  |x Design  |x Psychological aspects. 
650 0 |a Women video gamers  |x Psychology. 
655 7 |a Electronic books.   |2 local 
710 2 |a Project Muse.  |e distributor 
830 0 |a Book collections on Project MUSE. 
856 4 0 |z Texto completo  |u https://projectmuse.uam.elogim.com/book/55933/ 
945 |a Project MUSE - Custom Collection 
945 |a Project MUSE - 2017 Complete 
945 |a Project MUSE - 2017 Global Cultural Studies