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EBookClubs

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Book Gender  Age  and Digital Games in the Domestic Context

Download or read book Gender Age and Digital Games in the Domestic Context written by Alison Harvey and published by Routledge. This book was released on 2015-03-27 with total page 158 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Gender  Age  and Digital Games in the Domestic Context

Download or read book Gender Age and Digital Games in the Domestic Context written by Alison Harvey and published by Routledge. This book was released on 2015-03-27 with total page 182 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book The Fabric of Interface

Download or read book The Fabric of Interface written by Stephen Monteiro and published by MIT Press. This book was released on 2017-11-10 with total page 203 pages. Available in PDF, EPUB and Kindle. Book excerpt: Tracing the genealogy of our physical interaction with mobile devices back to textile and needlecraft culture. For many of our interactions with digital media, we do not sit at a keyboard but hold a mobile device in our hands. We turn and tilt and stroke and tap, and through these physical interactions with an object we make things: images, links, sites, networks. In The Fabric of Interface, Stephen Monteiro argues that our everyday digital practice has taken on traits common to textile and needlecraft culture. Our smart phones and tablets use some of the same skills—manual dexterity, pattern making, and linking—required by the handloom, the needlepoint hoop, and the lap-sized quilting frame. Monteiro goes on to argue that the capacity of textile metaphors to describe computing (weaving code, threaded discussions, zipped files, software patches, switch fabrics) represents deeper connections between digital communication and what has been called “homecraft” or “women's work.” Connecting networked media to practices that seem alien to media technologies, Monteiro identifies handicraft and textile techniques in the production of software and hardware, and cites the punched cards that were read by a loom's rods as a primitive form of computer memory; examines textual and visual discourses that position the digital image as a malleable fabric across its production, access, and use; compares the digital labor of liking, linking, and tagging to such earlier forms of collective production as quilting bees and piecework; and describes how the convergence of intimacy and handiwork at the screen interface, combined with needlecraft aesthetics, genders networked culture and activities in unexpected ways.

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 Gender Equality and Responsible Business

Download or read book Gender Equality and Responsible Business written by Kate Grosser and published by Routledge. This book was released on 2017-09-08 with total page 279 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gender Equality and Responsible Business places gender equality at the heart of the responsible business agenda with the aim of contributing to CSR practice as well as research. Discussion about gender issues in the field of corporate responsibility has focused on workplace issues and corporate boards, which are important areas of work. However, the great benefit of exploring gender issues through a responsible business lens is that this requires us to also examine the wider gender impacts of business in the marketplace – for example, with regard to suppliers, supply chains, and consumers, and with respect to the communities where business operates, and the wider ecological environment – indeed throughout corporate value chains.Through contributions from practitioners in business and civil society, as well as academia, this book broadens the agenda, opening the field to new voices, and facilitates dialogue among and between practitioners and researchers. Contributions within the edited collection elucidate current practice, bring new perspectives, and help us to expand the field of responsible business with regard to gender equality, and beyond.

Book Playing Utopia

    Book Details:
  • Author : Benjamin Beil
  • Publisher : transcript Verlag
  • Release : 2019-11-30
  • ISBN : 3839450500
  • Pages : 333 pages

Download or read book Playing Utopia written by Benjamin Beil and published by transcript Verlag. This book was released on 2019-11-30 with total page 333 pages. Available in PDF, EPUB and Kindle. Book excerpt: Media narratives inform our ideas of the future - and Games are currently making a significant contribution to this medial reservoir. On the one hand, Games demonstrate a particular propensity for fantastic and futuristic scenarios. On the other hand, they often serve as an experimental field for the latest media technologies. However, while dystopias are part of the standard gaming repertoire, Games feature utopias much less frequently. Why? This anthology examines playful utopias from two perspectives. It investigates utopias in digital Games as well as utopias of the digital game; that is, the role of ludic elements in scenarios of the future.

Book Gender and Innovation in the New Economy

Download or read book Gender and Innovation in the New Economy written by Seppo Poutanen and published by Springer. This book was released on 2017-06-05 with total page 195 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides a thorough and novel examination of the gendered nature of innovations in the new economy. It tracks the contemporary shift from heavy industry to game industry and how this has altered relationships between gender, identity, corporate culture, creative work, and the future of business. Through empirical research and theoretical analysis, the authors present their own carefully contextualized cases and conceptual frameworks relating themes of innovation and gender to recent theories concerning globalization and transnationalism. This wide-ranging and interdisciplinary text provides readers with insightful entries on what innovations are and the ways innovation processes become gendered. It explores the business landscape based on creative work and offers a wealth of information for scholars of entrepreneurship, management, sociology, cultural studies, and communication.

Book Ready Player Two

Download or read book Ready Player Two written by Shira Chess and published by U of Minnesota Press. This book was released on 2017-10-01 with total page 246 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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—which are all specifically marketed toward women—the gamer 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 the assumptions implicit in video games designed for women and how they have impacted gaming culture and the larger society. With Player Two, the video game industry has designed specifically for the feminine ideal: she is white, middle class, heterosexual, cis-gendered, and abled. Drawing on categories from time management and caregiving to social networking, consumption, and bodies, Chess examines how games have been engineered to shape normative ideas about women and leisure. Ready Player Two presents important arguments about how gamers and game developers must change their thinking about both women and games to produce better games, better audiences, and better industry practices. Ultimately, this book offers vital prescriptions for how one of our most powerful entertainment industries must evolve its ideas of women.

Book Diagramming the Social

Download or read book Diagramming the Social written by Russell Dudley-Smith and published by Routledge. This book was released on 2020-09-13 with total page 181 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book challenges the hyper-production and proliferation of concepts in modern social research. It presents a distinctive methodological response to this tendency through an exploration of one of the most underappreciated yet widely deployed conventions for the analysis of social processes: the creation of diagrammatic relational spaces. Designed to capture social processes in a way that resists reductive and essentialist categories, such spaces have the capacity to produce powerful, systematic analyses that break the spell of concept proliferation and its resultant naively realist approach to explaining the world. Through an exploration of key examples and series of original case studies, the authors demonstrate the application of this approach across a variety of empirical settings and academic disciplines. They thus offer a relational and pragmatic approach to social research that resists current trends characterised by supposedly self-evident data and/or disconnected theory. As such, the book constitutes an important contribution to some of the central questions in current social research, and promises to unsettle and reinvigorate considerations of method across different fields of practice.

Book Digital Games as History

Download or read book Digital Games as History written by Adam Chapman and published by Routledge. This book was released on 2016-05-05 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.

Book New Perspectives on the Social Aspects of Digital Gaming

Download or read book New Perspectives on the Social Aspects of Digital Gaming written by Rachel Kowert and published by Taylor & Francis. This book was released on 2017-02-10 with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt: Expanding on the work in the volume Multiplayer, this new book explores several other areas related to social gaming in detail. The aim is to go beyond a typical "edited book" concept, and offer a very concise volume with several focal points that are most relevant for the current debate about multiplayer games, both in academia and society. As a result, the volume offers the latest research findings on online gaming, social forms of gaming, identification, gender issues and games for change, primarily applying a social-scientific approach.

Book Immersion  Narrative  and Gender Crisis in Survival Horror Video Games

Download or read book Immersion Narrative and Gender Crisis in Survival Horror Video Games written by Andrei Nae and published by Routledge. This book was released on 2021-09-09 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book  Not  In the Game

    Book Details:
  • Author : Regina Seiwald
  • Publisher : Walter de Gruyter GmbH & Co KG
  • Release : 2023-08-21
  • ISBN : 3110732998
  • Pages : 266 pages

Download or read book Not In the Game written by Regina Seiwald and published by Walter de Gruyter GmbH & Co KG. This book was released on 2023-08-21 with total page 266 pages. Available in PDF, EPUB and Kindle. Book excerpt: How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game’s history. The access to this history is often granted by so-called paratexts, which are accompanying elements orbiting texts. Exploring this fully, case studies in this work move the focus of debate from the games themselves to wider, ancillary materials and ask how history is used in, and how we can use history to study games.

Book Gender and Popular Culture

Download or read book Gender and Popular Culture written by Katie Milestone and published by John Wiley & Sons. This book was released on 2020-10-22 with total page 237 pages. Available in PDF, EPUB and Kindle. Book excerpt: This fully updated second edition of Gender and Popular Culture examines the role of popular culture in the construction of gendered identities in contemporary society. It draws on a wide range of cultural forms – including popular music, social media, television and magazines – to illustrate how femininity and masculinity are produced, represented, used and consumed. Blending primary and secondary research, Milestone and Meyer introduce key theories and concepts in gender studies and popular culture, which are made accessible and interesting through their application to topical examples such as the #MeToo campaign, intensive mothering and social media, discourses about women and binge drinking, and gender and popular music. Included in this revised edition is a new chapter on digital culture, examining the connection between digital platforms and gender identities, relations and activism, as well as a new chapter on cultural work in digital contexts. All chapters have been updated to acknowledge recent changes in gender images and relations as well as media culture. Additionally, there is new material on the Fourth Wave Women's Movement, audiences and prosumers, and the role of social media. Gender and Popular Culture is the go-to textbook for students of gender studies, media and communication, and popular culture.

Book Computer Human Interaction Research and Applications

Download or read book Computer Human Interaction Research and Applications written by Hugo Plácido da Silva and published by Springer Nature. This book was released on 2023-12-22 with total page 375 pages. Available in PDF, EPUB and Kindle. Book excerpt: These 2 volumes constitute the selected papers of the 7th International Conference, CHIRA 2023, held Rome, Italy, during November 16–17, 2023. The 14 full papers and the 29 short papers presented in these books were carefully reviewed and selected from 69 submissions. The papers selected contribute to the advancement of research and practical applications of human-technology and human-computer interaction. Different aspects of Computer-Human Interaction were covered in four parallel tracks: human factors for interactive systems, research, and applications; interactive devices; interaction design; and adaptive and intelligent systems.

Book Digital Playgrounds

    Book Details:
  • Author : Sara M. Grimes
  • Publisher : University of Toronto Press
  • Release : 2021
  • ISBN : 1442615567
  • Pages : 367 pages

Download or read book Digital Playgrounds written by Sara M. Grimes and published by University of Toronto Press. This book was released on 2021 with total page 367 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital Playgrounds makes the argument that online games play a uniquely meaningful role in children's lives, with profound implications for children's culture, agency, and rights in the digital era.

Book Identity and Play in Interactive Digital Media

Download or read book Identity and Play in Interactive Digital Media written by Sara M. Cole and published by Taylor & Francis. This book was released on 2017-03-16 with total page 181 pages. Available in PDF, EPUB and Kindle. Book excerpt: Recent shifts in new literacy studies have expanded definitions of text, reading/viewing, and literacy itself. The inclusion of non-traditional media forms is essential, as texts beyond written words, images, or movement across a screen are becoming ever more prominent in media studies. Included in such non-print texts are interactive media forms like computer or video games that can be understood in similar, though distinct, terms as texts that are read by their users. This book examines how people are socially, culturally, and personally changing as a result of their reading of, or interaction with, these texts. This work explores the concept of ergodic ontogeny: the mental development resulting from interactive digital media play experiences causing change in personal identity.