Ready player two: women gamers and designed identity
(Book)
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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Citations
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.
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Record Information
Last Sierra Extract Time | Sep 01, 2024 06:54:13 AM |
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Last File Modification Time | Sep 01, 2024 06:58:38 AM |
Last Grouped Work Modification Time | Sep 07, 2024 05:33:17 AM |
MARC Record
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003 | SKY | ||
005 | 20180512065024.0 | ||
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010 | |a 2016043311 | ||
020 | |a 9781452954981 | ||
020 | |a 9781517900687 | ||
020 | |a 1517900689 | ||
020 | |a 9781517900694 | ||
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082 | 0 | 0 | |a 794.8 |2 23 |
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100 | 1 | |a Chess, Shira, |e author. | |
245 | 1 | 0 | |a Ready player two : |b women gamers and designed identity / |c Shira Chess. |
264 | 1 | |a Minneapolis : |b University of Minnesota Press, |c [2017] | |
300 | |a xiii, 223 pages : |b illustrations ; |c 22 cm | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a unmediated |b n |2 rdamedia | ||
338 | |a volume |b nc |2 rdacarrier | ||
504 | |a Includes bibliographical references (pages 197-207) and index. | ||
505 | 0 | |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. | ||
650 | 0 | |a Women video gamers |x Psychology. | |
650 | 0 | |a Video games |x Design |x Psychological aspects. | |
650 | 0 | |a Women |x Identity. | |
776 | 0 | 8 | |i Online version: |a Chess, Shira, author. |t Ready player two |d Minneapolis : University of Minnesota Press, [2017] |z 9781452954998 |w (DLC) 2017005360 |
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