Feminism in Play

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Nyelv:angol
Megjelenés: Cham : : Springer International Publishing : : Imprint: Palgrave Macmillan,, 2018
Kiadás:1st ed. 2018
Sorozat:Palgrave Games in Context
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Online elérés:https://doi.org/10.1007/978-3-319-90539-6
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spelling Feminism in Play edited by Kishonna L. Gray, Gerald Voorhees, Emma Vossen
1st ed. 2018
Cham : Springer International Publishing : Imprint: Palgrave Macmillan, 2018
XVI, 271 p. 22 ill., 21 színes ill. online forrás
szöveg txt rdacontent
számítógépes c rdamedia
távoli hozzáférés cr rdacarrier
szövegfájl PDF rda
Palgrave Games in Context
1. Introduction: Reframing Hegemonic Conceptions of Women and Feminism in Gaming Culture (Kishonna L. Gray, Emma Vossen, and Gerald Voorhees) -- 2. Women by Women: A Gender Analysis of Sierra Titles by Women Designers (Angela R. Cox) -- 3. The Material Undermining of Magical Feminism in Bioshock Infinite: Burial at Sea (James Malazita) -- 4. “From Sirens to Cyborgs:The media politics of the female voice in games and game cultures (Milena Droumeva) -- 5. The Magnificent Memory Machine: The Nancy Drew Series and Women’s History (Robyn Hope) -- 6. The Sexual Politics of Videogame Graphics (Robert Mejia & Barbara LeSavoy) -- 7. Women’s Experiences on the Path to Game Development (Johanna Weststar & Marie-Josée Legault) -- 8. Rule Makers versus Rule Breakers: The Impact of Legislative Policies on Women Game Developers in the Japanese Game Industry (Tsugumi Okabe) -- 9. Sexism and the WoWGirl: A Study of Perceptions of Women World of Warcraft (Thaiane Oliveira, Reynaldo Gonçalves, Alessandra Maia, Julia Silveira, and Simone Evangelista) -- 10. With Great Power Comes Great Responsibility: Video Game Live Streaming and its Potential Risks and Benefits for Female Gamers (Lena Uszkoreit) -- 11. Doing/Undoing Gender with the Girl Gamer in High Performance Play (Emma Witkowski) -- 12. The Magic Circle and Consent in Gaming Practices (Emma Vossen) -- 13. Shoot the Gun Inside: Doubt and Feminist Epistemology in Video Games (Elyse Janish) -- 14. Women Agents and Double-Agents: Theorizing Feminine Gaze in Video Games (Stephanie C. Jennings) -- 15. Feminism and Gameplay Performance (Emma Westecott).
Feminism in Play focuses on women as they are depicted in video games, as participants in games culture, and as contributors to the games industry. This volume showcases women’s resistance to the norms of games culture, as well as women’s play and creative practices both in and around the games industry. Contributors analyze the interconnections between games and the broader societal and structural issues impeding the successful inclusion of women in games and games culture. In offering this framework, this volume provides a platform to the silenced and marginalized, offering counter-narratives to the post-racial and post-gendered fantasies that so often obscure the violent context of production and consumption of games culture.
Nyomtatott kiadás: ISBN 9783319905389
Nyomtatott kiadás: ISBN 9783319905402
Az e-könyvek a teljes ELTE IP-tartományon belül online elérhetők.
könyv
e-book
Culture Study and teaching
Culture
Technology
Gender
Digital media
Communication
kultúra
kommunikáció
digitális média
elektronikus könyv
Gray, Kishonna L. szerk.
Voorhees, Gerald szerk.
Vossen, Emma szerk.
SpringerLink (Online service) közreadó testület
Online változat https://doi.org/10.1007/978-3-319-90539-6
EUL01
language English
format Book
author2 Gray, Kishonna L., szerk.
Voorhees, Gerald, szerk.
Vossen, Emma, szerk.
author_facet Gray, Kishonna L., szerk.
Voorhees, Gerald, szerk.
Vossen, Emma, szerk.
SpringerLink (Online service), közreadó testület
author_corporate SpringerLink (Online service), közreadó testület
author_sort Gray, Kishonna L.
title Feminism in Play
spellingShingle Feminism in Play
Palgrave Games in Context
Culture -- Study and teaching
Culture
Technology
Gender
Digital media
Communication
kultúra
kommunikáció
digitális média
elektronikus könyv
title_short Feminism in Play
title_full Feminism in Play edited by Kishonna L. Gray, Gerald Voorhees, Emma Vossen
title_fullStr Feminism in Play edited by Kishonna L. Gray, Gerald Voorhees, Emma Vossen
title_full_unstemmed Feminism in Play edited by Kishonna L. Gray, Gerald Voorhees, Emma Vossen
title_auth Feminism in Play
title_sort feminism in play
series Palgrave Games in Context
series2 Palgrave Games in Context
publishDate 2018
publishDateSort 2018
physical XVI, 271 p. 22 ill., 21 színes ill. : online forrás
edition 1st ed. 2018
isbn 978-3-319-90539-6
callnumber-first H - Social Science
callnumber-subject HM - Sociology
callnumber-label HM621-HM656
callnumber-raw E-book
callnumber-search E-book
topic Culture -- Study and teaching
Culture
Technology
Gender
Digital media
Communication
kultúra
kommunikáció
digitális média
elektronikus könyv
topic_facet Culture -- Study and teaching
Culture
Technology
Gender
Digital media
Communication
kultúra
kommunikáció
digitális média
elektronikus könyv
Culture
Technology
Gender
Digital media
Communication
kultúra
kommunikáció
digitális média
Study and teaching
url https://doi.org/10.1007/978-3-319-90539-6
illustrated Illustrated
dewey-hundreds 300 - Social sciences
dewey-tens 300 - Social sciences, sociology & anthropology
dewey-ones 301 - Sociology & anthropology
dewey-full 301
dewey-sort 3301
dewey-raw 301
dewey-search 301
first_indexed 2023-12-27T12:33:32Z
last_indexed 2023-12-29T19:55:30Z
recordtype opac
publisher Cham : : Springer International Publishing : : Imprint: Palgrave Macmillan,
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score 13,368379
generalnotes Feminism in Play focuses on women as they are depicted in video games, as participants in games culture, and as contributors to the games industry. This volume showcases women’s resistance to the norms of games culture, as well as women’s play and creative practices both in and around the games industry. Contributors analyze the interconnections between games and the broader societal and structural issues impeding the successful inclusion of women in games and games culture. In offering this framework, this volume provides a platform to the silenced and marginalized, offering counter-narratives to the post-racial and post-gendered fantasies that so often obscure the violent context of production and consumption of games culture.