From Barbie(r) to Mortal Kombat: Gender and Computer Games

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9780262531689: From Barbie(r) to Mortal Kombat: Gender and Computer Games

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Críticas:

"[A]n imaginative, original, and complex volume that crystallizes feminist dilemmas regarding the origin and persistence of gender roles... Ultimately this book--pluralistic, experiential, and collaborative--inspires us to search for games that give voice to participants' exploratory and even competitive desires while enabling them to build identities based on the emotional nuances of real life." Sandra Hackman, Women's Review of Books

Reseña del editor:

Many parents worry about the influence of video games on their children's lives. The game console may help to prepare children for participation in the digital world, but at the same time it socializes boys into misogyny and excludes girls from all but the most objectified positions. The new "girls' games" movement has addressed these concerns. Although many people associate video games mainly with boys, the girls games' movement has emerged from an unusual alliance between feminist activists (who want to change the "gendering" of digital technology) and industry leaders (who want to create a girls' market for their games). The contributors to From Barbie(R) to Mortal Kombat explore how assumptions about gender, games, and technology shape the design, development, and marketing of games as industry seeks to build the girl market. They describe and analyze the games currently on the market and propose tactical approaches for avoiding the stereotypes that dominate most toy store aisles. The lively mix of perspectives and voices includes those of media and technology scholars, educators, psychologists, developers of today's leading games, industry insiders, and girl gamers. Contributors: Aurora, Dorothy Bennett, Stephanie Bergman, Cornelia Brunner, Mary Bryson, Lee McEnany Caraher, Justine Cassell, Suzanne de Castell, Nikki Douglas, Theresa Duncan, Monica Gesue, Michelle Goulet, Patricia Greenfield, Margaret Honey, Henry Jenkins, Cal Jones, Yasmin Kafai, Heather Kelley, Marsha Kinder, Brenda Laurel, Nancie Martin, Aliza Sherman, Kaveri Subrahmanyam.

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Descripción The MIT Press, 2000. Paperback. Estado de conservación: New. book. Nº de ref. de la librería 0262531682

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Descripción MIT Press Ltd, United States, 2000. Paperback. Estado de conservación: New. Revised ed.. 226 x 178 mm. Language: English . This book usually ship within 10-15 business days and we will endeavor to dispatch orders quicker than this where possible. Brand New Book. Many parents worry about the influence of video games on their children s lives. The game console may help to prepare children for participation in the digital world, but at the same time it socializes boys into misogyny and excludes girls from all but the most objectified positions. The new girls games movement has addressed these concerns. Although many people associate video games mainly with boys, the girls games movement has emerged from an unusual alliance between feminist activists (who want to change the gendering of digital technology) and industry leaders (who want to create a girls market for their games). The contributors to From Barbie(R) to Mortal Kombat explore how assumptions about gender, games, and technology shape the design, development, and marketing of games as industry seeks to build the girl market. They describe and analyze the games currently on the market and propose tactical approaches for avoiding the stereotypes that dominate most toy store aisles. The lively mix of perspectives and voices includes those of media and technology scholars, educators, psychologists, developers of today s leading games, industry insiders, and girl gamers.Contributors: Aurora, Dorothy Bennett, Stephanie Bergman, Cornelia Brunner, Mary Bryson, Lee McEnany Caraher, Justine Cassell, Suzanne de Castell, Nikki Douglas, Theresa Duncan, Monica Gesue, Michelle Goulet, Patricia Greenfield, Margaret Honey, Henry Jenkins, Cal Jones, Yasmin Kafai, Heather Kelley, Marsha Kinder, Brenda Laurel, Nancie Martin, Aliza Sherman, Kaveri Subrahmanyam. Nº de ref. de la librería BTE9780262531689

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Descripción The MIT Press, 2000. Paperback. Estado de conservación: New. Nº de ref. de la librería 0262531682

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Descripción MIT Press, 2000. PAP. Estado de conservación: New. New Book. Shipped from UK in 4 to 14 days. Established seller since 2000. Nº de ref. de la librería WM-9780262531689

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Editorial: MIT Press Ltd, United States (2000)
ISBN 10: 0262531682 ISBN 13: 9780262531689
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Descripción MIT Press Ltd, United States, 2000. Paperback. Estado de conservación: New. Revised ed.. 226 x 178 mm. Language: English . Brand New Book. Many parents worry about the influence of video games on their children s lives. The game console may help to prepare children for participation in the digital world, but at the same time it socializes boys into misogyny and excludes girls from all but the most objectified positions. The new girls games movement has addressed these concerns. Although many people associate video games mainly with boys, the girls games movement has emerged from an unusual alliance between feminist activists (who want to change the gendering of digital technology) and industry leaders (who want to create a girls market for their games). The contributors to From Barbie(R) to Mortal Kombat explore how assumptions about gender, games, and technology shape the design, development, and marketing of games as industry seeks to build the girl market. They describe and analyze the games currently on the market and propose tactical approaches for avoiding the stereotypes that dominate most toy store aisles. The lively mix of perspectives and voices includes those of media and technology scholars, educators, psychologists, developers of today s leading games, industry insiders, and girl gamers.Contributors: Aurora, Dorothy Bennett, Stephanie Bergman, Cornelia Brunner, Mary Bryson, Lee McEnany Caraher, Justine Cassell, Suzanne de Castell, Nikki Douglas, Theresa Duncan, Monica Gesue, Michelle Goulet, Patricia Greenfield, Margaret Honey, Henry Jenkins, Cal Jones, Yasmin Kafai, Heather Kelley, Marsha Kinder, Brenda Laurel, Nancie Martin, Aliza Sherman, Kaveri Subrahmanyam. Nº de ref. de la librería AAH9780262531689

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Editorial: MIT Press Ltd, United States (2000)
ISBN 10: 0262531682 ISBN 13: 9780262531689
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Descripción MIT Press Ltd, United States, 2000. Paperback. Estado de conservación: New. Revised ed.. 226 x 178 mm. Language: English . Brand New Book. Many parents worry about the influence of video games on their children s lives. The game console may help to prepare children for participation in the digital world, but at the same time it socializes boys into misogyny and excludes girls from all but the most objectified positions. The new girls games movement has addressed these concerns. Although many people associate video games mainly with boys, the girls games movement has emerged from an unusual alliance between feminist activists (who want to change the gendering of digital technology) and industry leaders (who want to create a girls market for their games). The contributors to From Barbie(R) to Mortal Kombat explore how assumptions about gender, games, and technology shape the design, development, and marketing of games as industry seeks to build the girl market. They describe and analyze the games currently on the market and propose tactical approaches for avoiding the stereotypes that dominate most toy store aisles. The lively mix of perspectives and voices includes those of media and technology scholars, educators, psychologists, developers of today s leading games, industry insiders, and girl gamers.Contributors: Aurora, Dorothy Bennett, Stephanie Bergman, Cornelia Brunner, Mary Bryson, Lee McEnany Caraher, Justine Cassell, Suzanne de Castell, Nikki Douglas, Theresa Duncan, Monica Gesue, Michelle Goulet, Patricia Greenfield, Margaret Honey, Henry Jenkins, Cal Jones, Yasmin Kafai, Heather Kelley, Marsha Kinder, Brenda Laurel, Nancie Martin, Aliza Sherman, Kaveri Subrahmanyam. Nº de ref. de la librería AAH9780262531689

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Justine Cassell
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Descripción Paperback. Estado de conservación: New. 179mm x 22mm x 229mm. Paperback. Many parents worry about the influence of video games on their children's lives. The game console may help to prepare children for participation in the digital world, but at the same time .Shipping may be from multiple locations in the US or from the UK, depending on stock availability. 380 pages. 0.744. Nº de ref. de la librería 9780262531689

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