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Ready Player Two: Women Gamers and Designed Identity
(Adobe PDF eBook, Kindle Book, OverDrive Read)

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Published:
University of Minnesota Press 2017
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Available from OverDrive
Description

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.

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Format:
Adobe PDF eBook, Kindle Book, OverDrive Read
Street Date:
10/01/2017
Language:
English
ISBN:
9781452954981
ASIN:
B075ZK6WQ9
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Citations
APA Citation (style guide)

Shira Chess. (2017). Ready Player Two: Women Gamers and Designed Identity. University of Minnesota Press.

Chicago / Turabian - Author Date Citation (style guide)

Shira Chess. 2017. Ready Player Two: Women Gamers and Designed Identity. University of Minnesota Press.

Chicago / Turabian - Humanities Citation (style guide)

Shira Chess, Ready Player Two: Women Gamers and Designed Identity. University of Minnesota Press, 2017.

MLA Citation (style guide)

Shira Chess. Ready Player Two: Women Gamers and Designed Identity. University of Minnesota Press, 2017.

Note! Citation formats are based on standards as of July 2022. Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy.
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Grouped Work ID:
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Needs Update?:
No
Date Added:
Jun 12, 2018 15:17:52
Date Updated:
Dec 06, 2020 02:40:36
Last Metadata Check:
Apr 14, 2024 03:23:45
Last Metadata Change:
Oct 28, 2023 17:01:16
Last Availability Check:
Apr 14, 2024 03:23:49
Last Availability Change:
Feb 13, 2024 18:11:21
Last Grouped Work Modification Time:
Apr 19, 2024 02:10:42

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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.

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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...

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