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Ready player two: women gamers and designed identity
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Published:
Minneapolis : University of Minnesota Press, [2017].
Physical Desc:
xiii, 223 pages : illustrations ; 22 cm
Status:
Arcade
794.8 C524 2017
Carmichael
794.8 C524 2017
Central
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.

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:
5a6e4e6d-958e-97bc-d78c-1ad1e6b0736b
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Record Information

Last Sierra Extract TimeSep 01, 2024 06:54:13 AM
Last File Modification TimeSep 01, 2024 06:58:38 AM
Last Grouped Work Modification TimeSep 07, 2024 05:33:17 AM

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5050 |a Introduction: contextualizing player two -- Playing with identity -- Playing with time -- Playing with emotions -- Playing with consumption -- Playing with bodies -- Conclusion: the playful is political.
520 |a "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"-- |c Provided by publisher.
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