EBookClubs

Read Books & Download eBooks Full Online

EBookClubs

Read Books & Download eBooks Full Online

Book Diversifying Barbie and Mortal Kombat  Intersectional Perspectives and Inclusive Designs in Gaming

Download or read book Diversifying Barbie and Mortal Kombat Intersectional Perspectives and Inclusive Designs in Gaming written by Yasmin B. Kafai and published by Lulu.com. This book was released on 2017-03-21 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Beyond Barbie and Mortal Kombat

Download or read book Beyond Barbie and Mortal Kombat written by Yasmin B. Kafai and published by MIT Press. This book was released on 2011-02-25 with total page 398 pages. Available in PDF, EPUB and Kindle. Book excerpt: Girls and women as game players and game designers in the new digital landscape of massively multiplayer online games, “second lives,” “modding,” serious games, and casual games. Ten years after the groundbreaking From Barbie to Mortal Kombat highlighted the ways gender stereotyping and related social and economic issues permeate digital game play, the number of women and girl gamers has risen considerably. Despite this, gender disparities remain in gaming. Women may be warriors in World of Warcraft, but they are also scantily clad “booth babes” whose sex appeal is used to promote games at trade shows. Player-generated content has revolutionized gaming, but few games marketed to girls allow “modding” (game modifications made by players). Gender equity, the contributors to Beyond Barbie and Mortal Kombat argue, requires more than increasing the overall numbers of female players. Beyond Barbie and Mortal Kombat brings together new media theorists, game designers, educators, psychologists, and industry professionals, including some of the contributors to the earlier volume, to look at how gender intersects with the broader contexts of digital games today: gaming, game industry and design, and serious games. The contributors discuss the rise of massively multiplayer online games (MMOs) and the experience of girl and women players in gaming communities; the still male-dominated gaming industry and the need for different perspectives in game design; and gender concerns related to emerging serious games (games meant not only to entertain but also to educate, persuade, or change behavior). In today's game-packed digital landscape, there is an even greater need for games that offer motivating, challenging, and enriching contexts for play to a more diverse population of players. Contributors Cornelia Brunner, Shannon Campe, Justine Cassell, Mia Consalvo, Jill Denner, Mary Flanagan, Janine Fron, Tracy Fullerton, Elisabeth Hayes, Carrie Heeter, Kristin Hughes, Mimi Ito, Henry Jenkins III, Yasmin B. Kafai, Caitlin Kelleher, Brenda Laurel, Nicole Lazzaro, Holin Lin, Jacki Morie, Helen Nissenbaum, Celia Pearce, Caroline Pelletier, Jennifer Y. Sun, T. L. Taylor, Brian Winn, Nick YeeInterviews with Nichol Bradford, Brenda Braithwaite, Megan Gaiser, Sheri Graner Ray, Morgan Romine

Book Women in Historical and Archaeological Video Games

Download or read book Women in Historical and Archaeological Video Games written by Jane Draycott and published by Walter de Gruyter GmbH & Co KG. This book was released on 2022-06-06 with total page 360 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume focuses on the depiction of women in video games set in historical periods or archaeological contexts, explores the tension between historical and archaeological accuracy and authenticity, examines portrayals of women in historical periods or archaeological contexts, portrayals of female historians and archaeologists, and portrayals of women in fantastical historical and archaeological contexts. It includes both triple A and independent video games, incorporating genres such as turn-based strategy, action-adventure, survival horror, and a variety of different types of role-playing games. Its chronological and geographical scope ranges from late third century BCE China, to mid first century BCE Egypt, to Pictish and Viking Europe, to Medieval Germany, to twentieth century Taiwan, and into the contemporary world, but it also ventures beyond our universe and into the fantasy realm of Hyrule and the science fiction solar system of the Nebula.

Book The Routledge Handbook of Contemporary Feminism

Download or read book The Routledge Handbook of Contemporary Feminism written by Tasha Oren and published by Routledge. This book was released on 2019-05-16 with total page 449 pages. Available in PDF, EPUB and Kindle. Book excerpt: Feminism as a method, a movement, a critique, and an identity has been the subject of debates, contestations and revisions in recent years, yet contemporary global developments and political upheavals have again refocused feminism’s collective force. What is feminism now? How do scholars and activists employ contemporary feminism? What feminist traditions endure? Which are no longer relevant in addressing contemporary global conditions? In this interdisciplinary collection, scholars reflect on how contemporary feminism has shaped their thinking and their field as they interrogate its uses, limits, and reinventions. Organized as a set of questions over definition, everyday life, critical intervention, and political activism, the Handbook takes on a broad set of issues and points of view to consider what feminism is today and what current forces shape its future development. It also includes an extended conversation among major feminist thinkers about the future of feminist scholarship and activism. The scholars gathered here address a wide variety of topics and contexts: activism from post-Soviet collectives to the Arab spring, to the #MeToo movement, sexual harassment, feminist art, film and digital culture, education, technology, policy, sexual practices and gender identity. Indispensable for scholars undergraduate and postgraduate students in women, gender, and sexuality, the collection offers a multidimensional picture of the diversity and utility of feminist thought in an age of multiple uncertainties.

Book Games Girls Play

Download or read book Games Girls Play written by Carolyn M. Cunningham and published by Lexington Books. This book was released on 2020-07-06 with total page 191 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games Girls Play examines the role that video games play in girls’ lives, including how games structure girls’ leisure time, how playing video games constitutes different performances of femininity, and what influences girls to play or not play video games. Through interviews, focus groups, and qualitative content analyses, this book analyzes girls’ involvement with video games. It also examines different contexts in which discourses of girls and video games occur, including girl-oriented video games, activist efforts to change the video game industry, and informal education programs that teach girls video game design.

Book Feminist War Games

Download or read book Feminist War Games written by Jon Saklofske and published by Routledge. This book was released on 2019-12-10 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: Feminist War Games? explores the critical intersections and collisions between feminist values and perceptions of war, by asking whether feminist values can be asserted as interventional approaches to the design, play, and analysis of games that focus on armed conflict and economies of violence. Focusing on the ways that games, both digital and table-top, can function as narratives, arguments, methods, and instruments of research, the volume demonstrates the impact of computing technologies on our perceptions, ideologies, and actions. Exploring the compatibility between feminist values and systems of war through games is a unique way to pose destabilizing questions, solutions, and approaches; to prototype alternative narratives; and to challenge current idealizations and assumptions. Positing that feminist values can be asserted as a critical method of design, as an ideological design influence, and as a lens that determines how designers and players interact with and within arenas of war, the book addresses the persistence and brutality of war and issues surrounding violence in games, whilst also considering the place and purpose of video games in our cultural moment. Feminist War Games? is a timely volume that questions the often-toxic nature of online and gaming cultures. As such, the book will appeal to a broad variety of disciplinary interests, including sociology, education, psychology, literature, history, politics, game studies, digital humanities, media and cultural studies, and gender studies, as well as those interested in playing, or designing, socially engaged games.

Book Beyond Barbie and Mortal Kombat  New Perspectives on Gender and Gaming

Download or read book Beyond Barbie and Mortal Kombat New Perspectives on Gender and Gaming written by Yasmin B. Kafai and published by . This book was released on 2008 with total page 371 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book The Creation of iGiselle

Download or read book The Creation of iGiselle written by Nora Stovel and published by University of Alberta. This book was released on 2019-01-24 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: The unusual marriage of Romantic ballet and artificial intelligence is an intriguing idea that led a team of interdisciplinary researchers to design iGiselle, a video game prototype. Scholars in the fields of literature, physical education, music, design, and computer science collaborated to revise the tragic narrative of the nineteenth-century ballet Giselle, allowing players to empower the heroine for possible ”feminine endings.” The eight interrelated chapters chronicle the origin, development, and fruition of the project. Dancers, gamers, and computer specialists will all find something original that will stimulate their respective interests. Contributors: Vadim Bulitko, Wayne DeFehr, Christina Gier, Pirkko Markula, Mark Morris, Sergio Poo Hernandez, Emilie St. Hilaire, Nora Foster Stovel, Laura Sydora

Book Intersectional Tech

Download or read book Intersectional Tech written by Kishonna L. Gray and published by LSU Press. This book was released on 2020-09-02 with total page 174 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Intersectional Tech: Black Users in Digital Gaming, Kishonna L. Gray interrogates blackness in gaming at the intersections of race, gender, sexuality, and (dis)ability. Situating her argument within the context of the concurrent, seemingly unrelated events of Gamergate and the Black Lives Matter movement, Gray highlights the inescapable chains that bind marginalized populations to stereotypical frames and limited narratives in video games. Intersectional Tech explores the ways that the multiple identities of black gamers—some obvious within the context of games, some more easily concealed—affect their experiences of gaming. The normalization of whiteness and masculinity in digital culture inevitably leads to isolation, exclusion, and punishment of marginalized people. Yet, Gray argues, we must also examine the individual struggles of prejudice, discrimination, and microaggressions within larger institutional practices that sustain the oppression. These “new” racisms and a complementary colorblind ideology are a kind of digital Jim Crow, a new mode of the same strategies of oppression that have targeted black communities throughout American history. Drawing on extensive interviews that engage critically with identity development and justice issues in gaming, Gray explores the capacity for gaming culture to foster critical consciousness, aid in participatory democracy, and effect social change. Intersectional Tech is rooted in concrete situations of marginalized members within gaming culture. It reveals that despite the truths articulated by those who expose the sexism, racism, misogyny, and homophobia that are commonplace within gaming communities, hegemonic narratives continue to be privileged. This text, in contrast, centers the perspectives that are often ignored and provides a critical corrective to notions of gaming as a predominantly white and male space.

Book Maker Literacies and Maker Identities in the Digital Age

Download or read book Maker Literacies and Maker Identities in the Digital Age written by Cheryl A. McLean and published by Routledge. This book was released on 2020-11-18 with total page 218 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores “making” in the school curriculum in a period in which the ability to create and respond to digital artifacts is key and focuses on makerspaces in educational settings. Combining the arts with design to give a fuller picture of the engagement and wonder that unfolds with maker literacies, the book moves across such settings and themes as: Creativity and writing in classrooms Making and developing civic engagement Emotional experiences of making Race and gender in makerspace Game-based play and coding in schools and draws its case studies from the Netherlands, Finland, Canada, Australia, the United Kingdom, and the United States. Giving as broad a perspective on makerspaces, making, and design as possible, the book will help scholars expand their understandings and help educators appreciate the power and worth of making to inspire students. It is useful for anyone hoping to apply design, maker, and makerspace approaches to their teaching and learning.

Book Women and Video Game Modding

Download or read book Women and Video Game Modding written by Bridget Whelan and published by McFarland. This book was released on 2020-01-24 with total page 217 pages. Available in PDF, EPUB and Kindle. Book excerpt: The world of video games has long revolved around a subset of its player base: straight, white males aged 18-25. Highly gendered marketing in the late 1990s and early 2000s widened the gap between this perceived base and the actual diverse group who buy video games. Despite reports from the Entertainment Software Association that nearly half of gamers identify as female, many developers continue to produce content reflecting this imaginary audience. Many female gamers are in turn modifying the games. "Modders" alter the appearance of characters, rewrite scenes and epilogues, enhance or add love scenes and create fairy tale happy endings. This is a collection of new essays on the phenomenon of women and modding, focusing on such titles as Skyrim, Dragon Age, Mass Effect and The Sims. Topics include the relationship between modders and developers, the history of modding, and the relationship between modding and disability, race, sexuality and gender identity.

Book Video Games  Crime and Next Gen Deviance

Download or read book Video Games Crime and Next Gen Deviance written by Craig Kelly and published by Emerald Group Publishing. This book was released on 2020-07-03 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: The ebook edition of this title is Open Access, thanks to Knowledge Unlatched funding, freely available to read online. Drawing on the emerging deviant literature perspective, this book explores a range of culturally embedded harms and other activities to offer new insight on the idea that video games are intertwined with forms of deviancy.

Book Popular Music in the Nostalgia Video Game

Download or read book Popular Music in the Nostalgia Video Game written by Andra Ivănescu and published by Springer. This book was released on 2019-01-11 with total page 165 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book looks at the uses of popular music in the newly-redefined category of the nostalgia game, exploring the relationship between video games, popular music, nostalgia, and socio-cultural contexts. History, gender, race, and media all make significant appearances in this interdisciplinary work, as it explores what some of the most critically acclaimed games of the past two decades (including both AAA titles like Fallout and BioShock, and more cult releases like Gone Home and Evoland) tell us about our relationship to our past and our future. Appropriated music is the common thread throughout these chapters, engaging these broader discourses in heterogeneous ways. This volume offers new perspectives on how the intersection between popular music, nostalgia, and video games, can be examined, revealing much about our relationship to the past and our hopes for the future.

Book Chaucer s Losers  Nintendo s Children  and Other Forays in Queer Ludonarratology

Download or read book Chaucer s Losers Nintendo s Children and Other Forays in Queer Ludonarratology written by Tison Pugh and published by U of Nebraska Press. This book was released on 2019-12 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt: Tison Pugh examines the intersection of narratology, ludology, and queer studies, pointing to the ways in which the blurred boundaries between game and narrative provide both a textual and a metatextual space of queer narrative potential. By focusing on these three distinct yet complementary areas, Pugh shifts understandings of the way their play, pleasure, and narrative potential are interlinked. Through illustrative readings of an eclectic collection of cultural artifacts—from Chaucer’s Canterbury Tales to Nintendo’s Legend of Zelda franchise, from Edward Albee’s dramatic masterpiece Who’s Afraid of Virginia Woolf? to J. K. Rowling’s Harry Potter fantasy novels—Pugh offers perspectives of blissful ludonarratology, sadomasochistic ludonarratology, the queerness of rules, the queerness of godgames, and the queerness of children’s questing video games. Collectively, these analyses present a range of interpretive strategies for uncovering the disruptive potential of gaming texts and textual games while demonstrating the wide applicability of queer ludonarratology throughout the humanities.

Book Women and Popular Culture in Canada

Download or read book Women and Popular Culture in Canada written by Laine Zisman Newman and published by Women’s Press. This book was released on 2020-05-21 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first book of its kind, this volume explores women and non-binary people in popular culture in Canada, with a focus on intersectional analysis of settler colonialism, race, white privilege, ability, and queer representations and experiences in diverse media. The chapters include discussions of film, television, videogames, music, and performance, as well as political events, journalism, social media, fandom, and activism. Throughout this collection, readers are encouraged to think carefully about the role women play in the cultural landscape in Canada as active viewers, creators, and participants. Covering a wide range of topics from historical perspectives to recent events, media, and technologies, this collection acts as an introduction, an archive, and a continuing commitment to lifting the voices and stories of women and popular culture in Canada. This book is a must-read for gender studies and media studies courses that focus on popular culture, Canadian feminism, and Canadian media. FEATURES includes questions for critical thought that stimulate discussion focuses on intersections of race, gender, ability, and sexuality provides contemporary Canadian content from an interdisciplinary and intersectional lens

Book The Routledge Companion to Video Game Studies

Download or read book The Routledge Companion to Video Game Studies written by Mark J.P. Wolf and published by Taylor & Francis. This book was released on 2023-06-19 with total page 832 pages. Available in PDF, EPUB and Kindle. Book excerpt: A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. 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. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.

Book The Routledge International Handbook of Children  Adolescents  and Media

Download or read book The Routledge International Handbook of Children Adolescents and Media written by Dafna Lemish and published by Taylor & Francis. This book was released on 2022-05-30 with total page 606 pages. Available in PDF, EPUB and Kindle. Book excerpt: This second, thoroughly updated edition of The Routledge International Handbook of Children, Adolescents, and Media analyzes a broad range of complementary areas of study, including children as media consumers, children as active participants in media making, and representations of children in the media. The roles that media play in the lives of children and adolescents, as well as their potential implications for their cognitive, emotional, social, and behavioral development, have attracted growing research attention in a variety of disciplines. This handbook presents a collection that spans a variety of disciplines including developmental psychology, media studies, public health, education, feminist studies, and the sociology of childhood. Chapters provide a unique intellectual mapping of current knowledge, exploring the relationship between children and media in local, national, and global contexts. Divided into five parts, each with an introduction explaining the themes and topics covered, the Handbook features over 50 contributions from leading and upcoming academics from around the globe. The revised and new chapters consider vital questions by analyzing texts, audience, and institutions, including: media and its effects on children’s mental health children and the internet of toys media and digital inequalities news and citizenship in the aftermath of COVID-19 The Handbook’s interdisciplinary approach and comprehensive, current, and international scope make it an authoritative, state-of-the-art guide to the field of children’s media studies. It will be indispensable for media scholars and professionals, policy makers, educators, and parents.