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Ready player two: women gamers and designed identity
(Book)

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Published:
Minneapolis : University of Minnesota Press, [2017].
Physical Desc:
xiii, 223 pages : illustrations ; 22 cm
Status:
Arden-Dimick
794.8 C524 2017
Belle Cooledge
794.8 C524 2017
Carmichael
794.8 C524 2017
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 -- specifically marketed to women -- the video game 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 assumptions implicit in video games designed for women and their impact on gaming culture and the larger society. With Player Two, the video game industry has designed specifically for the feminine ideal: white, middle class, heterosexual, cisgendered, and abled. Drawing on categories from time management and caregiving to social networking, consumptions, and bodies, Chess examines how games have been engineered to shape normative ideas about women and leisure"--

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More Details
Format:
Book
Language:
English
ISBN:
9781452954981, 9781517900687, 1517900689, 9781517900694, 1517900697

Notes

Bibliography
Includes bibliographical references (pages 197-207) and index.
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 -- specifically marketed to women -- the video game 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 assumptions implicit in video games designed for women and their impact on gaming culture and the larger society. With Player Two, the video game industry has designed specifically for the feminine ideal: white, middle class, heterosexual, cisgendered, and abled. Drawing on categories from time management and caregiving to social networking, consumptions, and bodies, Chess examines how games have been engineered to shape normative ideas about women and leisure"--,Provided by publisher.
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Citations
APA Citation (style guide)

Chess, S. (2017). Ready player two: women gamers and designed identity. Minneapolis: University of Minnesota Press.

Chicago / Turabian - Author Date Citation (style guide)

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

Chicago / Turabian - Humanities Citation (style guide)

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

MLA Citation (style guide)

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

Note! Citation formats are based on standards as of July 2010. 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:
5a6e4e6d-958e-97bc-d78c-1ad1e6b0736b
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Record Information

Last Sierra Extract TimeMar 06, 2021 05:28:08 AM
Last File Modification TimeMar 06, 2021 05:34:13 AM
Last Grouped Work Modification TimeMar 08, 2021 02:26:54 AM

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