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|a 10.18574/nyu/9781479838523.001.0001
|2 doi
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|a 305.3
|2 23
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|a UAMI
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1 |
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|a Cote, Amanda C.,
|e author.
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1 |
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|a Gaming sexism :
|b gender and identity in the era of casual video games /
|c Amanda C. Cote.
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|a New York :
|b New York University Press,
|c [2020]
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|c ©2020
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|a 1 online resource (1 volume (265 pages)) :
|b illustrations
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a Includes bibliographical references and index.
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|a Introduction: Diversification and resistance in gaming's casualized era -- Core and the video game industry : changing perceptions of power -- Tits, tokenism, and trash-talk : overt sexism in game culture -- Girly games and girl gamer : inferential sexism and its impacts -- Already core : women's entry into gaming -- Strategies for play : finding space and exercising active audience power -- In the aftermath : women's changing views on gaming and sexism following #GamerGate -- Conclusion: The battle continues.
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|a "In 2012, video gaming culture saw an interesting, paradoxical divergence. On one hand, game journalists and trade organizations testified that gaming had significantly diversified from its masculine roots, with women comprising nearly half of all gamers. On the other hand, gaming spaces witnessed increasing, public incidents of sexism and misogyny. Gaming Sexism analyzes the video game industry and its players to explain the roots of these contradictory narratives, how they coexist, and what their divergence means in terms of power and gender equality. Media studies scholar Amanda C. Cote first turns to video game magazines to assess how longstanding expectations for "gamers" are shifting, how this provokes anxiety in traditional audiences, and how these players resist change, at times employing harassment and sexism to drive out new audience members. She follows this analysis by interviewing female players, to see how their experiences have been affected by games' changing environment. Interviewees reveal many persistent barriers to full participation in gaming, including overtly and implicitly sexist elements within texts, gaming audiences, and the industry. At the same time, participants have developed nuanced strategies for managing their exclusion, pursuing positive gaming experiences, and competing with men on their own turf. Thus, Gaming Sexism reveals extensive, persistent problems in achieving gender equality in gaming. However, it also demonstrates the power of a motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces--and culture more broadly--can themselves be gamed and overcome"--Publisher's description
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|a Online resource; title from electronic title page (NYU Scholarship Online, viewed on March 17, 2021).
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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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650 |
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|a Gender identity.
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650 |
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0 |
|a Identity (Psychology)
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650 |
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|a Video games
|x Social aspects.
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650 |
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2 |
|a Gender Identity
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650 |
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6 |
|a Identité sexuelle.
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650 |
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|a Identité (Psychologie)
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650 |
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|a Jeux vidéo
|x Aspect social.
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650 |
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7 |
|a sex role.
|2 aat
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650 |
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7 |
|a SOCIAL SCIENCE
|x Media Studies.
|2 bisacsh
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650 |
|
7 |
|a Gender identity
|2 fast
|0 (OCoLC)fst00939593
|
650 |
|
7 |
|a Identity (Psychology)
|2 fast
|0 (OCoLC)fst00966892
|
650 |
|
7 |
|a Video games
|x Social aspects
|2 fast
|0 (OCoLC)fst01166440
|
776 |
0 |
8 |
|i Print version:
|a Cote, Amanda C.
|t Gaming sexism.
|d New York : New York University Press, [2020]
|z 9781479838523
|w (DLC) 2019041466
|w (OCoLC)1127938787
|
856 |
4 |
0 |
|u https://jstor.uam.elogim.com/stable/10.2307/j.ctv11vccsf
|z Texto completo
|
938 |
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|a Askews and Holts Library Services
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|n AH38343475
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938 |
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|a De Gruyter
|b DEGR
|n 9781479802210
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|b EBLB
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