Gender Masculinity And Video Gaming

Author by : Marcus Maloney
Languange : en
Publisher by : Springer Nature
Format Available : PDF, ePub, Mobi
Total Read : 30
Total Download : 856
File Size : 53,7 Mb
GET BOOK

Description : ​This book examines gender attitudes in Reddit’s popular video gaming community subreddit, r/gaming. Video gaming has long been understood as a masculinised social space and, while increasing numbers of girls and women now engage in the pastime, boys and men remain the predominant social actors. Furthermore, the gaming community has been widely identified as a prime case study in broader concerns around ‘toxic’ masculinity and gendered online harassment. However, there is also underexamined evidence of a growing movement in the community coming forward to voice its collective opposition. Utilising an innovative combination of computational and qualitative methods, the research undertaken here exposes this fuller picture, revealing significant contestation and a spectrum of attitudes that mark out this popular gaming community as a battleground for gender (in)equality. Students and scholars across a range of disciplines, including gender studies, media studies, cultural studies, sociology, games studies and computer sciences, will find this book of interest.


Gender Masculinity And Video Gaming

Author by : Marcus Maloney
Languange : en
Publisher by : Unknown
Format Available : PDF, ePub, Mobi
Total Read : 11
Total Download : 819
File Size : 44,7 Mb
GET BOOK

Description : "In this compelling account of the aftermath of the #GamerGate controversies the authors trace how misogynistic discourses and feelings were expressed and contested. The book tells an important story of how gendered harassment and hate speech against women can be both intensified and challenged via these kinds of online engagements."--Deborah Lupton, University of New South Wales, Australia "Recognising the genuine desire to see positive social change within the industry and the wider gaming community, alongside the limitations to progress so far, this important book should inform thinking on how gender inequality is further eroded moving forward." -Mark McCormack, University of Roehampton, UK "A timely and much needed text: well written, and theoretically and empirically informed. This is an important source for any scholar or student interested in gamers, game communities, and how these are changing." -Garry Crawford, University of Salford, UK This book examines gender attitudes in Reddit's popular video gaming community subreddit, r/gaming. Video gaming has long been understood as a masculinised social space and, while increasing numbers of girls and women now engage in the pastime, boys and men remain the predominant social actors. Furthermore, the gaming community has been widely identified as a prime case study in broader concerns around 'toxic' masculinity and gendered online harassment. However, there is also underexamined evidence of a growing movement in the community coming forward to voice its collective opposition. Utilising an innovative combination of computational and qualitative methods, the research undertaken here exposes this fuller picture, revealing significant contestation and a spectrum of attitudes that mark out this popular gaming community as a battleground for gender (in)equality. Students and scholars across a range of disciplines, including gender studies, media studies, cultural studies, sociology, games studies and computer sciences, will find this book of interest. Marcus Maloney is Lecturer in Sociology, Coventry University, UK. Steven Roberts is Associate Professor in Sociology, Monash University, Australia. Timothy Graham is Senior Lecturer in Sociology and Communication, Queensland University of Technology, Australia.


Author by : Anonim
Languange : en
Publisher by : Unknown
Format Available : PDF, ePub, Mobi
Total Read : 96
Total Download : 336
File Size : 54,6 Mb
GET BOOK

Description :


Playing With The Guys

Author by : Marc A. Ouellette
Languange : en
Publisher by : McFarland
Format Available : PDF, ePub, Mobi
Total Read : 60
Total Download : 771
File Size : 44,6 Mb
GET BOOK

Description : A lot of work has been done talking about what masculinity is and what it does within video games, but less has been given to considering how and why this happens, and the processes involved. This book considers the array of daily relationships involved in producing masculinity and how those actions and relationships translate to video games. Moreover, it examines the ways the actual play of the games maps onto the stories to create contradictory moments that show that, while toxic masculinity certainly exists, it is far from inevitable. Topics covered include the nature of masculine apprenticeship and nurturing, labor, fatherhood, the scapegoating of women, and reckoning with mortality, among many others.


Die Tryin

Author by : Derek A. Burrill
Languange : en
Publisher by : Peter Lang
Format Available : PDF, ePub, Mobi
Total Read : 73
Total Download : 433
File Size : 48,6 Mb
GET BOOK

Description : Die Tryin' traces the cultural connections between videogames, masculinity, and digital culture. It fuses feminist, psychoanalytic, Marxist, and poststructuralist theory to analyze the social imaginary that is produced by - and produces - a particular form of masculinity: boyhood. The author asserts that digital culture is a culturally and historically situated series of practices, products, and performances, all coalescing to produce a real and imagined masculinity that exists in perpetual adolescence, and is reflective of larger masculine edifices at work in politics and culture. Thus, videogames form the central object of study as consumer technologies of control and anxiety as well as possibility and subversion. Moving away from current games research, the book favors a game-specific approach that unites visual culture, cultural studies, and performance studies, instead of a sociological/structural inspection of the form.


Encyclopedia Of Gender In Media

Author by : Mary Kosut
Languange : en
Publisher by : SAGE Publications
Format Available : PDF, ePub, Mobi
Total Read : 90
Total Download : 576
File Size : 54,5 Mb
GET BOOK

Description : The media strongly influences our everyday notions of gender roles and our concepts of gender identity. The Encyclopedia of Gender in Media critically examines the role of the media in enabling, facilitating, or challenging the social construction of gender in our society. The work addresses a variety of entertainment and news content in print and electronic media and explores the social construction of masculinity as well as femininity. In addition to representations of gender within the media, we also analyze gender issues related to media ownership and the media workforce. Despite an abundance of textbooks, anthologies, and university press monographs on the topic of gender in media, until now no comprehensive reference work has tackled this topic of perennial interest in student research and papers. Features and benefits: 150 signed entries (each with Cross References and Further Readings) are organized in A-to-Z fashion to give students easy access to the full range of topics within gender in media. A thematic Reader's Guide in the front matter groups related entries by broad topical or thematic areas to make it easy for users to find related entries at a glance, with themes including "Discrimination & Media Effects," "Media Modes," "New Media," "Media Portrayals & Representations," "Biographies," and more. In the electronic version, the Reader's Guide combines with a detailed Index and the Cross References to provide users with robust search-and browse capacities. A Chronology in the back matter helps students put individual events into broader historical context. A Glossary provides students with concise definitions to key terms in the field. A Resource Guide to classic books, journals, and web sites (along with the Further Readings accompanying each entry) helps guide students to further resources for their research journeys. An Appendix provides users with a number of reports related to gender in media.


Transnational Contexts Of Culture Gender Class And Colonialism In Play

Author by : Alexis Pulos
Languange : en
Publisher by : Springer
Format Available : PDF, ePub, Mobi
Total Read : 83
Total Download : 670
File Size : 50,5 Mb
GET BOOK

Description : This book examines the local, regional and transnational contexts of video games through a focused analysis on gaming communities, the ways game design regulates gender and class relations, and the impacts of colonization on game design. The critical interest in games as a cultural artifact is covered by a wide range of interdisciplinary work. To highlight the social impacts of games the first section of the book covers the systems built around high score game competitions, the development of independent game design communities, and the formation of fan communities and cosplay. The second section of the book offers a deeper analysis of game structures, gender and masculinity, and the economic constraints of empire that are built into game design. The final section offers a macro perspective on transnational and colonial discourses built into the cultural structures of East Asian game play.


Ethnographies Of The Videogame

Author by : Helen Thornham
Languange : en
Publisher by : Ashgate Publishing, Ltd.
Format Available : PDF, ePub, Mobi
Total Read : 26
Total Download : 935
File Size : 55,5 Mb
GET BOOK

Description : "Ethnographies of the Videogame uses the medium of the videogame to explore wider significant sociological issues around new media, interaction, identity, performance, memory and mediation. Addressing questions of how we interpret, mediate and use media texts, particularly in the face of claims about the power of new media to continuously shift the parameters of lived experience, gaming is employed as a 'tool' through which we can understand the gendered and socio-culturally constructed phenomenon of our everyday engagement with media. The book is particularly concerned with issues of agency and power, identifying strong correlations between perceptions of gaming and actual gaming practices, as well as the reinforcement, through gaming, of established (gendered, sexed, and classed) power relationships within households. As such, it reveals the manner in which existing relations re-emerge through engagement with new technology. Offering an empirically grounded understanding of what goes on when we mediate technology and media in our everyday lives Ethnographies of the Videogame is more than a timely intervention into game studies. It provides pertinent and reflexive commentary on the relationship between text and audience, highlighting the relationships of gender and power in gaming practice. As such, it will appeal to scholars interested in media and new media, gender and class, and the sociology of leisure." -- Publisher's website.


Race Gender And Deviance In Xbox Live

Author by : Kishonna L. Gray
Languange : en
Publisher by : Routledge
Format Available : PDF, ePub, Mobi
Total Read : 90
Total Download : 984
File Size : 43,9 Mb
GET BOOK

Description : Race, Gender, and Deviance in Xbox Live provides a much-needed theoretical framework for examining deviant behavior and deviant bodies within one of the largest virtual gaming communities—Xbox Live. Previous research on video games has focused mostly on violence and examining violent behavior resulting from consuming this medium. This limited scope has skewed criminologists' understanding of video games and video game culture. Xbox Live has proven to be more than just a gaming platform for users. It has evolved into a multimedia entertainment outlet for more than 20 million users. This book examines the nature of social interactions within Xbox Live, which are often riddled with deviant behavior, including but not limited to racism and sexism. The text situates video games within a hegemonic framework deploying whiteness and masculinity as the norm. The experiences of the marginalized bodies are situated within the framework of deviance as they fail to conform to the hegemonic norm and become victims of racism, sexism, and other types of harassment.


Children Gender Video Games

Author by : Valerie Walkerdine
Languange : en
Publisher by : Palgrave MacMillan
Format Available : PDF, ePub, Mobi
Total Read : 72
Total Download : 836
File Size : 48,6 Mb
GET BOOK

Description : The book explores a number of debates about young children and multimedia, with particular reference to video games. It places issues of gender centrally in relation to game play and develops a relational approach to game play using an account of affect. The book places games in a global context and argues that we should not think of the economic relations as somehow remote from what happens in the micro relations of playing. It moves towards a relational approach to subjectivity and explores central issues of violence and parental regulation.


Immersion Narrative And Gender Crisis In Survival Horror Video Games

Author by : Andrei Nae
Languange : en
Publisher by : Routledge
Format Available : PDF, ePub, Mobi
Total Read : 54
Total Download : 284
File Size : 45,8 Mb
GET BOOK

Description : This book investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. In a thorough analysis of the genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a political and social context. In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics. This book will appeal not only to scholars working in game studies, but also to scholars of horror, gender studies, popular culture, visual arts, genre studies and narratology.


The Post 9 11 Video Game

Author by : Marc A. Ouellette
Languange : en
Publisher by : McFarland
Format Available : PDF, ePub, Mobi
Total Read : 64
Total Download : 919
File Size : 40,7 Mb
GET BOOK

Description : This critical study of video games since 9/11 shows how a distinct genre emerged following the terrorist attacks and their aftermath. Comparisons of pre and post-9/11 titles of popular game franchises--Call of Duty, Battlefield, Medal of Honor, Grand Theft Auto and Syphon Filter--reveal reshaped notions of identity, urban and suburban spaces and the citizen's role as both a producer and consumer of culture: New York represents America; the mall embodies American values; zombies symbolize foreign invasion. By revisiting a national trauma, these games offer a therapeutic solution to the geopolitical upheaval of 9/11 and, along with film and television, help redefine American identity and masculinity in a time of conflict.


Video Games Have Always Been Queer

Author by : Bonnie Ruberg
Languange : en
Publisher by : NYU Press
Format Available : PDF, ePub, Mobi
Total Read : 90
Total Download : 246
File Size : 50,8 Mb
GET BOOK

Description : Argues for the queer potential of video games While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can—and should—be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games—because video games have, in fact, always been queer.


Encyclopedia Of Video Games The Culture Technology And Art Of Gaming 2nd Edition 3 Volumes

Author by : Mark J. P. Wolf
Languange : en
Publisher by : ABC-CLIO
Format Available : PDF, ePub, Mobi
Total Read : 16
Total Download : 709
File Size : 43,9 Mb
GET BOOK

Description : Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike. Explores games, people, events, and ideas that are influential in the industry, rather than simply discussing the history of video games Offers a detailed understanding of the variety of video games that have been created over the years Includes contributions from some of the most important scholars of video games Suggests areas of further exploration for students of video games


The Role Of Masculinity In Male Gamers Exclusionary Treatment Of Women

Author by : Kevin Weaver
Languange : en
Publisher by : Unknown
Format Available : PDF, ePub, Mobi
Total Read : 10
Total Download : 687
File Size : 49,5 Mb
GET BOOK

Description : Women are frequently harassed and excluded by men in video gaming communities, implying that many men who play video games believe women do not belong in gaming. Interestingly, while gaming as a domain has historically been male-dominated, being a gamer is associated with stereotypes that do not match traditional conceptions of masculinity. I hypothesized that this conflict with masculinity presents the opportunity for gamer identity to act either as a replacement for masculinity, with potentially positive outcomes, or a stigmatized identity that men conceal, with potentially negative outcomes. Across six studies, I examined how masculinity is implicated in how men embrace gamer identity, conceal gamer identity, and negatively treat women in gaming. In a correlational pilot study, gamer identity correlated with less gender role conflict and less acceptance of mens harassment of a female gamer, whereas concealment correlated with greater sexism and more acceptance of harassment. In Studies 1a and 1b, higher gamer identity prevented men from reacting to masculinity threats with increased acceptance of the harassment of a female gamer, and higher concealment again predicted more acceptance of harassment. In Studies 2 and 3, male gamers generally showed more positive treatment of female game developers, critics, and gamers, whereas concealment predicted mixed reactions and more gender stereotyping. In Study 4, gamer identity correlated with more positive views of gamers regardless of gender, whereas concealment correlated with more negative views of gamers and in particular a diminishment of female gamers competence. Overall, consistent with hypotheses, gamer identity predicted more positive and accepting treatment of women, whereas concealment predicted more negative and excluding treatment of women. Some results also indicate that gamers may behave in a patronizing way towards women in gaming such that women are treated positively, but not equally.


Video Gaming In Science Fiction

Author by : Jason Barr
Languange : en
Publisher by : McFarland
Format Available : PDF, ePub, Mobi
Total Read : 42
Total Download : 815
File Size : 49,9 Mb
GET BOOK

Description : As video gaming and gaming culture became more mainstream in the 1970s, science fiction authors began to incorporate aspects of each into their work. This study examines how media-fueled paranoia about video gaming--first emerging almost fifty years ago--still resonates in modern science fiction. The author reveals how negative stereotypes of gamers and gaming have endured in depictions of modern gamers in the media and how honest portrayals are still wanting, even in the "forward thinking" world of science fiction.


Virtual Character Design For Games And Interactive Media

Author by : Robin James Stuart Sloan
Languange : en
Publisher by : CRC Press
Format Available : PDF, ePub, Mobi
Total Read : 96
Total Download : 923
File Size : 50,5 Mb
GET BOOK

Description : While the earliest character representations in video games were rudimentary in terms of their presentation and performance, the virtual characters that appear in games today can be extremely complex and lifelike. These are characters that have the potential to make a powerful and emotional connection with gamers. As virtual characters become more intricate and varied, there is a growing need to examine the theory and practice of virtual character design. This book seeks to develop a series of critical frameworks to support the analysis and design of virtual characters. Virtual Character Design for Games and Interactive Media covers a breadth of topics to establish a relationship between pertinent artistic and scientific theories and good character design practice. Targeted at students, researchers, and professionals, the book aims to show how both character presentation and character performance can be enhanced through careful consideration of underlying theory. The book begins with a focus on virtual character presentation, underpinned by a discussion of biological, artistic, and sociological principles. Next it looks at the performance of virtual characters, encompassing the psychology of emotion and personality, narrative and game design theories, animation, and acting. The book concludes with a series of applied virtual character design examples. These examples examine the aesthetics of player characters, the design and performance of the wider cast of game characters, and the performance of characters within complex, hyperreal worlds.


Diversity In U S Mass Media

Author by : Catherine A. Luther
Languange : en
Publisher by : John Wiley & Sons
Format Available : PDF, ePub, Mobi
Total Read : 36
Total Download : 999
File Size : 53,7 Mb
GET BOOK

Description : An updated edition of the comprehensive resource that covers the various areas associated with representations of diversity within the mass media The second edition of Diversity in U.S. Mass Media presents a review of the evolution and the many issues surrounding portrayals of social groups in the mass media of the United States. Unfortunately, all too often mass media depictions play a crucial role in shaping our views about individuals and social groups. Filled with instructive insights into the ways social groups are represented through the mass media, Diversity in U.S. Mass Media offers a better understanding of groups and individuals different from ourselves. The revised second edition is filled with recent, illustrative examples from the media. Comprehensive in scope, the authors address a wide range of issues that include representations of race/ethnicity, gender, sexual orientation, disability, class, and religion in films, television, and the press. The authors encourage readers to question what is being presented and explore the extent to which they agree with the perspectives that are described. Diversity in U.S. Mass Media is an important resource that: Offers an understanding of how various social groups are being represented in the mass media Explores how diverse communities inform and intersect with one another Draws on updated studies on the topic and presents original research and observations Includes new chapters on media portrayals of mixed race relationships and multiracial/multiethnic people and representations of religion and faith Accompanied by a companion website for instructors including many useful pedagogical tools, such as a test bank, viewing list, exercises, and sample syllabi Revised and updated, the second edition of Diversity in U.S. Mass Media offers a broad perspective on the myriad issues that influence how the media portrays social groups. Throughout the text, the authors show consistencies as well as differences in media representations of minority groups in the United States.


Cultural Studies Education And Youth

Author by : Benjamin Frymer
Languange : en
Publisher by : Lexington Books
Format Available : PDF, ePub, Mobi
Total Read : 69
Total Download : 794
File Size : 42,9 Mb
GET BOOK

Description : Cultural Studies, Education, and Youth: Beyond Schools, edited by Benjamin Frymer, Matthew Carlin, and John Broughton, brings interdisciplinary lenses to the study of education beyond the classroom in order to critically attend to the increased influence of media and popular culture in the education and lives of youth. The chapters collectively advocate the importance of exploring the multiple cultural contexts where education occurs. Cultural Studies, Education, and Youth raises significant questions and offers important insights for teachers, youth, scholars, and practitioners, alike.


Video Games And American Culture

Author by : Aaron A. Toscano
Languange : en
Publisher by : Lexington Books
Format Available : PDF, ePub, Mobi
Total Read : 65
Total Download : 387
File Size : 53,7 Mb
GET BOOK

Description : Digital media are immersive technologies reflecting behaviors, attitudes, and values. The engrossing, entertaining virtual worlds video games provide are important sites for 21st century research. This book moves beyond assertions that video games cause violence by analyzing the culture that produces such material. While some popular media reinforce the idea that video games lead to violence, this book uses a cultural studies lens to reveal a more complex situation. Video games do not lead to violence, sexism, and chauvinism. Rather, Toscano argues, a violent, sexist, chauvinistic culture reproduces texts that reflect these values. Although video games have a worldwide audience, this book focuses on American culture and how this multi-billion dollar industry entertains us in our leisure time (and sometimes at work), bringing us into virtual environments where we have fun learning, fighting, discovering, and acquiring bragging rights. When politicians and moral crusaders push agendas that claim video games cause a range of social ills from obesity to mass shooting, these perspectives fail to recognize that video games reproduce hegemonic American values. This book, in contrast, focuses on what these highly entertaining cultural products tell us about who we are.


Stories In Post Human Cultures

Author by : Adam L. Brackin
Languange : en
Publisher by : BRILL
Format Available : PDF, ePub, Mobi
Total Read : 31
Total Download : 888
File Size : 44,6 Mb
GET BOOK

Description :


Toxic Masculinity Casino Capitalism And America S Favorite Card Game

Author by : Andrew Manno
Languange : en
Publisher by : Springer Nature
Format Available : PDF, ePub, Mobi
Total Read : 88
Total Download : 698
File Size : 52,9 Mb
GET BOOK

Description : Poker is a centuries-old American game. Why has it become so popular in the twenty-first century? What does current interest in the game tell us about ourselves and some of our most pressing social issues? In this timely and thought-provoking book, Andrew Manno offers important insights into the intersection of gaming, gender, and capitalism that illuminate how the shift to a casino capitalist economy—combined with a culture of toxic masculinity—impacts workers and how it has led to the rise of populism in the United States that manifested in the 2016 election of Donald Trump.


How To Play Video Games

Author by : Nina Huntemann
Languange : en
Publisher by : NYU Press
Format Available : PDF, ePub, Mobi
Total Read : 34
Total Download : 126
File Size : 50,7 Mb
GET BOOK

Description : Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.


Gender Age And Digital Games In The Domestic Context

Author by : Alison Harvey
Languange : en
Publisher by : Routledge
Format Available : PDF, ePub, Mobi
Total Read : 39
Total Download : 786
File Size : 49,5 Mb
GET BOOK

Description : Western digital game play has shifted in important ways over the last decade, with a plethora of personal devices affording a range of increasingly diverse play experiences. Despite the celebration of a more inclusive environment of digital game play, very little grounded research has been devoted to the examination of familial play and the domestication of digital games, as opposed to evolving public and educational contexts. This book is the first study to provide a situated investigation of the site of family play— the shared spaces and private places of gameplay within the domestic sphere. It carries out an empirically grounded and critical analysis of what marketing and sales discourses about shifts in the digital games audience actually look like in the space of the home, as well as the social and cultural role these ludic technologies take in the everyday practices of the family in the domestic context. It examines the material realities of video game technologies in the home; including time management and spatial organization, as well as the discursive role these devices play in discussions of technological competence and its complex relationship to age, generational differences, and gender performance. Harvey’s interdisciplinary approach and innovative methodology will hold great critical appeal for those studying digital culture, children’s media, and feminist studies of new media, as well as critical theories of technology and leisure and sport theory.


The Routledge Companion To Video Game Studies

Author by : Mark J.P. Wolf
Languange : en
Publisher by : Routledge
Format Available : PDF, ePub, Mobi
Total Read : 12
Total Download : 955
File Size : 44,6 Mb
GET BOOK

Description : The number of publications dealing with video game studies has exploded over the course of the last decade, but the field has produced few comprehensive reference works. The Routledge Companion to Video Game Studies, compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, aims to address the ongoing theoretical and methodological development of game studies, providing students, scholars, and game designers with a definitive look at contemporary video game studies. Features include: comprehensive and interdisciplinary models and approaches for analyzing video games; new perspectives on video games both as art form and cultural phenomenon; explorations of the technical and creative dimensions of video games; accounts of the political, social, and cultural dynamics of video games. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. Together, they provide an overview of the present state of game studies that will undoubtedly prove invaluable to student, scholar, and designer alike.


Gender Representation In Video Games

Author by : Sven Frueh
Languange : en
Publisher by : GRIN Verlag
Format Available : PDF, ePub, Mobi
Total Read : 67
Total Download : 825
File Size : 51,7 Mb
GET BOOK

Description : Seminar paper from the year 2021 in the subject Gender Studies, grade: 1, Private Pädagogische Hochschule der Diözese Linz (PHDL), language: English, abstract: This paper aims to examine in how far the portrayal of stereotypical gender roles in video games has changed. For this purpose, one of the oldest and most popular video game franchises “The Legend of Zelda” is analysed using a theoretical framework of both game studies and gender studies. The paper aims to give a game overview of three key aspects – story, picture, and characters – focusing on the portrayal of gender norms, and stereotypes. Over the past fifty years, video games have taken over a substantial part of the media entertainment industry, with approximately 5,3 million Austrians playing; 90 % of the most active age group, the ten-to-fifteen-year olds, are playing more than once a month. However, the average Austrian gamer is 54 % male and 46 % female, 35 years old, and spends an average of 11,5 hours per week playing. Video games, as well as any other form of mass entertainment media, can influence players’ perceptions and expectations around gender identity and gender roles. The stereotypical portrayal of masculinity and femininity, which was a common occurrence in the early history of video games, is especially problematic in reaffirming gender stereotypes. This materialised in a pattern of white, male, heterosexual player characters being sent on a heroic journey, while female characters were often oversexualised while playing a passive role as a love interest for the main character. In this regard, video game heroes and characters, as well as their narrative, were not different from popular cultural movies, comics, and books of the late 20th century.


Toxic Geek Masculinity In Media

Author by : Anastasia Salter
Languange : en
Publisher by : Springer
Format Available : PDF, ePub, Mobi
Total Read : 22
Total Download : 446
File Size : 49,7 Mb
GET BOOK

Description : This book examines changing representations of masculinity in geek media, during a time of transition in which “geek” has not only gone mainstream but also become a more contested space than ever, with continual clashes such as Gamergate, the Rabid and Sad Puppies’ attacks on the Hugo Awards, and battles at conventions over “fake geek girls.” Anastasia Salter and Bridget Blodgett critique both gendered depictions of geeks, including shows like Chuck and The Big Bang Theory, and aspirational geek heroes, ranging from the Winchester brothers of Supernatural to BBC’s Sherlock and the varied superheroes of the Marvel Cinematic Universe. Through this analysis, the authors argue that toxic masculinity is deeply embedded in geek culture, and that the identity of geek as victimized other must be redefined before geek culture and media can ever become an inclusive space.


Diversifying Barbie And Mortal Kombat Intersectional Perspectives And Inclusive Designs In Gaming

Author by : Yasmin B. Kafai
Languange : en
Publisher by : Lulu.com
Format Available : PDF, ePub, Mobi
Total Read : 93
Total Download : 282
File Size : 49,9 Mb
GET BOOK

Description : In Diversifying Barbie and Mortal Kombat, the third edited volume in the series that includes From Barbie to Mortal Kombat and Beyond Barbie and Mortal Kombat, we expand the discussions on gender, race, and sexuality in gaming. We include intersectional perspectives on the experiences of diverse players, non-players and designers and promote inclusive designs for broadening access and participation in gaming, design and development. Contributors from media studies, gender studies, game studies, educational design, learning sciences, computer science, and game development examine who plays, how they play, where and what they play, why they play (or choose not to play), and with whom they play. This volume further explores how we can diversify access, participation and design for more inclusive play and learning.


Handbook Of Research On Gender And Marketing

Author by : Susan Dobscha
Languange : en
Publisher by : Edward Elgar Publishing
Format Available : PDF, ePub, Mobi
Total Read : 31
Total Download : 600
File Size : 48,6 Mb
GET BOOK

Description : Susan Dobscha and the authors in this Handbook provide a primer and resource for scholars and practitioners keen to develop or enhance their understanding of how gender permeates marketing decisions, consumer experiences, public policy initiatives, and market practices.


Media And Power In International Contexts

Author by : Apryl Williams
Languange : en
Publisher by : Emerald Group Publishing
Format Available : PDF, ePub, Mobi
Total Read : 34
Total Download : 391
File Size : 48,7 Mb
GET BOOK

Description : Media and Power is sponsored by the Communication, Information Technologies, and Media Sociology (CITAMS). This volume contributes phenomenological and epistemic knowledge of the intersection of media and various forms of power, addressing the relationships between media and gender, race, ethnicity, and national identity.