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Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming
USD14,75
Aproximadamente12,78 EUR
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“Unmarked. Remainder mark on edge. Bumped corner on dust jacket. Color plates. Interviews with Nichol ”... Más informaciónacerca del estado
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USD7,50 (aprox. 6,50 EUR) USPS Media MailTM.
Ubicado en: Berkeley, California, Estados Unidos
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Entrega prevista entre el mar. 4 nov. y el jue. 6 nov. a 94104
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N.º de artículo de eBay:406101850895
Última actualización el 04 ago 2025 19:27:26 H.EspVer todas las actualizacionesVer todas las actualizaciones
Características del artículo
- Estado
- En muy buen estado
- Notas del vendedor
- Topic
- Gender Studies
- Features
- Illustrated
- Country/Region of Manufacture
- United States
- ISBN
- 9780262113199
Acerca de este producto
Product Identifiers
Publisher
MIT Press
ISBN-10
0262113198
ISBN-13
9780262113199
eBay Product ID (ePID)
66016625
Product Key Features
Number of Pages
398 Pages
Language
English
Publication Name
Beyond Barbie and Mortal Kombat : New Perspectives on Gender and Gaming
Subject
Programming / Games, Gender Studies, Video & Electronic, Virtual Worlds
Publication Year
2008
Type
Textbook
Subject Area
Computers, Social Science, Games & Activities
Format
Hardcover
Dimensions
Item Height
0.9 in
Item Weight
27.9 Oz
Item Length
9.2 in
Item Width
7.3 in
Additional Product Features
Intended Audience
Scholarly & Professional
LCCN
2007-041509
Reviews
"The editors of this book pay homage to the legacy of From Barbie to Mortal Kombatwhile providing ample evidence that, even ten years later, there remains significant gender inequity in the gaming world, necessitating changes from within and outside of the industry. The insights contained in this volume might be a catalyst for such changes." - Jessica L. Ghilani, University of Pittsburgh, Signs: Journal of Women in Culture and Society, "The editors of this book pay homage to the legacy of From Barbie to Mortal Kombat while providing ample evidence that, even ten years later, there remains significant gender inequity in the gaming world, necessitating changes from within and outside of the industry. The insights contained in this volume might be a catalyst for such changes." Jessica L. Ghilani, University of Pittsburgh Signs: Journal of Women in Culture and Society, "The editors of this book pay homage to the legacy of From Barbie to MortalKombat while providing ample evidence that, even ten years later, there remainssignificant gender inequity in the gaming world, necessitating changes from within and outside ofthe industry. The insights contained in this volume might be a catalyst for such changes." JessicaL. Ghilani, University of Pittsburgh Signs: Journal of Women in Culture and Society, The editors of this book pay homage to the legacy of From Barbie to Mortal Kombat while providing ample evidence that, even ten years later, there remains significant gender inequity in the gaming world, necessitating changes from within and outside of the industry. The insights contained in this volume might be a catalyst for such changes.
Dewey Edition
22
Grade From
College Graduate Student
Illustrated
Yes
Dewey Decimal
794.8
Synopsis
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, 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.
LC Classification Number
GV1469.16.W66B49
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