Beyond Barbie and Mortal Kombat

Beyond Barbie and Mortal Kombat
Author :
Publisher : MIT Press
Total Pages : 398
Release :
ISBN-10 : 9780262516068
ISBN-13 : 0262516063
Rating : 4/5 (68 Downloads)

Book Synopsis Beyond Barbie and Mortal Kombat by : Yasmin B. Kafai

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

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

Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming
Author :
Publisher :
Total Pages : 371
Release :
ISBN-10 : OCLC:1050060670
ISBN-13 :
Rating : 4/5 (70 Downloads)

Book Synopsis Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming by : Yasmin B. Kafai

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:

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

Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming
Author :
Publisher : Lulu.com
Total Pages : 320
Release :
ISBN-10 : 9781365830266
ISBN-13 : 1365830268
Rating : 4/5 (66 Downloads)

Book Synopsis Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming by : Yasmin B. Kafai

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 2016 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.

Perceiving Play

Perceiving Play
Author :
Publisher : Peter Lang
Total Pages : 188
Release :
ISBN-10 : 0820497002
ISBN-13 : 9780820497006
Rating : 4/5 (02 Downloads)

Book Synopsis Perceiving Play by : Torill Elvira Mortensen

Download or read book Perceiving Play written by Torill Elvira Mortensen and published by Peter Lang. This book was released on 2009 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Computer games are increasingly prevalent, and cause both curiosity and concern in the general public, so understanding these games and play is important. Game researchers need to work quickly to document, report, and analyse the effect on our modern society as an increasing amount of people make new and drastically different choices in how they spend their time. Perceiving Play: The Art and Study of Computer Games looks at the directions and findings of this research, and examines how game research integrates the studies of social science, ethnography, textual analysis and criticism, economy, law, and technology." --Book Jacket.

The Routledge Handbook of Literacy Studies

The Routledge Handbook of Literacy Studies
Author :
Publisher : Routledge
Total Pages : 700
Release :
ISBN-10 : 9781317510611
ISBN-13 : 1317510615
Rating : 4/5 (11 Downloads)

Book Synopsis The Routledge Handbook of Literacy Studies by : Jennifer Rowsell

Download or read book The Routledge Handbook of Literacy Studies written by Jennifer Rowsell and published by Routledge. This book was released on 2015-05-15 with total page 700 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Routledge Handbook of Literacy Studies offers a comprehensive view of the field of language and literacy studies. With forty-three chapters reflecting new research from leading scholars in the field, the Handbook pushes at the boundaries of existing fields and combines with related fields and disciplines to develop a lens on contemporary scholarship and emergent fields of inquiry. The Handbook is divided into eight sections: • The foundations of literacy studies • Space-focused approaches • Time-focused approaches • Multimodal approaches • Digital approaches • Hermeneutic approaches • Making meaning from the everyday • Co-constructing literacies with communities. This is the first handbook of literacy studies to recognise new trends and evolving trajectories together with a focus on radical epistemologies of literacy. The Routledge Handbook of Literacy Studies is an essential reference for undergraduate and postgraduate students and those researching and working in the areas of applied linguistics and language and literacy.

Gender, Age, and Digital Games in the Domestic Context

Gender, Age, and Digital Games in the Domestic Context
Author :
Publisher : Routledge
Total Pages : 182
Release :
ISBN-10 : 9781317632986
ISBN-13 : 1317632982
Rating : 4/5 (86 Downloads)

Book Synopsis Gender, Age, and Digital Games in the Domestic Context by : Alison Harvey

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.

The Middle Ages in Computer Games

The Middle Ages in Computer Games
Author :
Publisher : Boydell & Brewer
Total Pages : 373
Release :
ISBN-10 : 9781843847298
ISBN-13 : 1843847299
Rating : 4/5 (98 Downloads)

Book Synopsis The Middle Ages in Computer Games by : Robert Houghton

Download or read book The Middle Ages in Computer Games written by Robert Houghton and published by Boydell & Brewer. This book was released on 2024-11-05 with total page 373 pages. Available in PDF, EPUB and Kindle. Book excerpt: Offers the most comprehensive analysis and discussion of medievalist computer games to date. Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them. This book explores the distinct nature of medievalism in digital games across a range of themes, from the portrayal of grotesque yet romantic conflict to conflicting depictions of the Church and religion. It likewise considers the distinctions between medievalist games and those of other periods, underlining their emphasis on fantasy, roleplay and hardcore elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching.