Gender Divide And The Computer Game Industry
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Gender Divide and the Computer Game Industry
Author | : Prescott, Julie |
Publsiher | : IGI Global |
Total Pages | : 321 |
Release | : 2013-09-30 |
Genre | : Social Science |
ISBN | : 9781466645356 |
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"This book takes a look at the games industry from a gendered perspective and highlights the variety of ways in which women remain underrepresented in this industry"--Provided by publisher.
Gender Considerations and Influence in the Digital Media and Gaming Industry
Author | : Prescott, Julie |
Publsiher | : IGI Global |
Total Pages | : 357 |
Release | : 2014-06-30 |
Genre | : Social Science |
ISBN | : 9781466661431 |
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Occupational segregation is an important issue and can be detrimental to women. There is a strong need for more women in science, engineering, and information technology, which are traditionally male dominated fields. Female representation in the computer gaming industry is a potential way to increase the presence of women in other computer-related fields. Gender Considerations and Influence in the Digital Media and Gaming Industry provides a collection of high-quality empirical studies and personal experiences of women working in male-dominated fields with a particular focus on the media and gaming industries. Providing insight on best methods for attracting and retaining women in these fields, this volume is a valuable reference for executives and members of professional bodies who wish to encourage women in their career progression.
Cases on the Societal Effects of Persuasive Games
Author | : Ruggiero, Dana |
Publsiher | : IGI Global |
Total Pages | : 345 |
Release | : 2014-06-30 |
Genre | : Technology & Engineering |
ISBN | : 9781466662070 |
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"This book investigates the connection between multimedia technologies and game-based learning for an improved understanding of the impact and effectiveness of serious games in modern societies, offering examples from the fields of education, business, healthcare, and more"--Provided by publisher.
Hot Tubs and Pac Man
Author | : Anne Ladyem McDivitt |
Publsiher | : Walter de Gruyter GmbH & Co KG |
Total Pages | : 148 |
Release | : 2020-10-12 |
Genre | : History |
ISBN | : 9783110668575 |
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This work looks at the gendered nature of the US video gaming industry. Although there were attempts to incorporate women into development roles and market towards them as players, the creation of video games and the industry began in a world strongly gendered male. The early 1980s saw a blip of hope that the counter-cultural industry focused on fun would begin to include women, but after the video game industry crash, this free-wheeling freedom of the industry ended along with the beginnings of the inclusion of women. Many of the threads that began in the early years continued or have parallels with the modern video game industry. The industry continues to struggle with gender relations in the workplace and with the strongly gendered male demographic that the industry perceives as its main market.
Women of Ice and Fire
Author | : Anne Gjelsvik,Rikke Schubart |
Publsiher | : Bloomsbury Publishing USA |
Total Pages | : 288 |
Release | : 2016-04-07 |
Genre | : Performing Arts |
ISBN | : 9781501302916 |
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George R.R. Martin's acclaimed seven-book fantasy series A Song of Ice and Fire is unique for its strong and multi-faceted female protagonists, from teen queen Daenerys, scheming Queen Cersei, child avenger Arya, knight Brienne, Red Witch Melisandre, and many more. The Game of Thrones universe challenges, exploits, yet also changes how we think of women and gender, not only in fantasy, but in Western culture in general. Divided into three sections addressing questions of adaptation from novel to television, female characters, and politics and female audience engagement within the GoT universe, the interdisciplinary and international lineup of contributors analyze gender in relation to female characters and topics such as genre, sex, violence, adaptation, as well as fan reviews. The genre of fantasy was once considered a primarily male territory with male heroes. Women of Ice and Fire shows how the GoT universe challenges, exploits, and reimagines gender and why it holds strong appeal to female readers, audiences, and online participants.
Gamification Concepts Methodologies Tools and Applications
Author | : Management Association, Information Resources |
Publsiher | : IGI Global |
Total Pages | : 2211 |
Release | : 2015-03-31 |
Genre | : Computers |
ISBN | : 9781466682016 |
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Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.
Playing Utopia
Author | : Benjamin Beil,Gundolf S. Freyermuth,Hanns Christian Schmidt |
Publsiher | : transcript Verlag |
Total Pages | : 333 |
Release | : 2019-11-30 |
Genre | : Social Science |
ISBN | : 9783839450505 |
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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.
Cultures of Computer Game Concerns
Author | : Estrid Sörensen |
Publsiher | : transcript Verlag |
Total Pages | : 359 |
Release | : 2018-05-31 |
Genre | : Social Science |
ISBN | : 9783839439340 |
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The same computer games are played by youths all over the world, and worldwide games become matters of concern in relation to children: worries rise about addiction, violence, education, time, and economy. Yet, these concerns vary depending upon where they are situated: in families, legal contexts, industry or science. They also play out differently across countries and cultures. This situated nature of computer game concerns is generally neglected. Not in this book: It gives a detailed mosaic of the complex and multiple everyday realities of computer game concerns in relation to children, as they are variably situated throughout society and across cultures.