Author: Justine Cassell
Publisher: MIT Press
ISBN: 9780262531689
Category : Social Science
Languages : en
Pages : 400
Book Description
Girls and computer games—and the movement to overcome the stereotyping that dominates the toy aisles. Many parents worry about the influence of video games on their children's lives. The game console may help to prepare children for participation in the digital world, but at the same time it socializes boys into misogyny and excludes girls from all but the most objectified positions. The new "girls' games" movement has addressed these concerns. Although many people associate video games mainly with boys, the girls games' movement has emerged from an unusual alliance between feminist activists (who want to change the "gendering" of digital technology) and industry leaders (who want to create a girls' market for their games). The contributors to From Barbie® to Mortal Kombat explore how assumptions about gender, games, and technology shape the design, development, and marketing of games as industry seeks to build the girl market. They describe and analyze the games currently on the market and propose tactical approaches for avoiding the stereotypes that dominate most toy store aisles. The lively mix of perspectives and voices includes those of media and technology scholars, educators, psychologists, developers of today's leading games, industry insiders, and girl gamers. Contributors Aurora, Dorothy Bennett, Stephanie Bergman, Cornelia Brunner, Mary Bryson, Lee McEnany Caraher, Justine Cassell, Suzanne de Castell, Nikki Douglas, Theresa Duncan, Monica Gesue, Michelle Goulet, Patricia Greenfield, Margaret Honey, Henry Jenkins, Cal Jones, Yasmin Kafai, Heather Kelley, Marsha Kinder, Brenda Laurel, Nancie Martin, Aliza Sherman, Kaveri Subrahmanyam
Beyond Barbie and Mortal Kombat
Author: Yasmin B. Kafai
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 422
Book Description
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.
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 422
Book Description
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.
Virtual Gender
Author: Alison Adam
Publisher: Routledge
ISBN: 1134570058
Category : Social Science
Languages : en
Pages : 353
Book Description
As yet there has been relatively little published on women's activities in relation to new digital technologies. Virtual Gender brings together theoretical perspectives from feminist theory, the sociology of technology and gender studies with well designed empirical studies to throw new light on the impact of ICTs on contemporary social life. A line-up of authors from around the world looks at the gender and technology issues related to leisure, pleasure and consumption, identity and self. Their research is set against a backcloth of renewed interest in citizenship and ethics and how these concepts are recreated in an on-line situation, particularly in local settings. With chapters on subjects ranging from gender-switching on-line, computer games, and cyberstalking to the use of the domestic telephone, this stimulating collection challenges the stereotype of woman as a passive victim of technology. It offers new ways of looking at the many dimensions in which ICTs can be said to be gendered and will be a rich resource for students and teachers in this expanding field of study.
Publisher: Routledge
ISBN: 1134570058
Category : Social Science
Languages : en
Pages : 353
Book Description
As yet there has been relatively little published on women's activities in relation to new digital technologies. Virtual Gender brings together theoretical perspectives from feminist theory, the sociology of technology and gender studies with well designed empirical studies to throw new light on the impact of ICTs on contemporary social life. A line-up of authors from around the world looks at the gender and technology issues related to leisure, pleasure and consumption, identity and self. Their research is set against a backcloth of renewed interest in citizenship and ethics and how these concepts are recreated in an on-line situation, particularly in local settings. With chapters on subjects ranging from gender-switching on-line, computer games, and cyberstalking to the use of the domestic telephone, this stimulating collection challenges the stereotype of woman as a passive victim of technology. It offers new ways of looking at the many dimensions in which ICTs can be said to be gendered and will be a rich resource for students and teachers in this expanding field of study.
Learning Race and Ethnicity
Author: Anna Everett
Publisher: MIT Press
ISBN: 0262550679
Category : Computers
Languages : en
Pages : 208
Book Description
An exploration of how issues of race and ethnicity play out in a digital media landscape that includes MySpace, post-9/11 politics, MMOGs, Internet music distribution, and the digital divide. It may have been true once that (as the famous cartoon of the 1990s put it) "Nobody knows you're a dog on the Internet," and that (as an MCI commercial of that era declared) on the Internet there is no race, gender, or infirmity, but today, with the development of web cams, digital photography, cell phone cameras, streaming video, and social networking sites, this notion seems quaintly idealistic. This volume takes up issues of race and ethnicity in the new digital media landscape. The contributors address this topic--still difficult to engage honestly, clearly, empathetically, and with informed understanding in twenty-first century America--with the goal of pushing consideration of a vexing but important subject from margin to center. Learning Race and Ethnicity explores the intersection of race and ethnicity with post 9/11 politics, online hate-speech practices, and digital youth and media cultures. It examines universal access and the racial and ethnic digital divide from the perspective of digital media learning and youth. The chapters treat such subjects as racial identity in the computer-mediated public sphere, minority technology innovators, new methods of music distribution, digital artist Judy Baca's work with youth, Native American digital media literacy, and minority youth technology access and the pervasiveness of online health information. Contributors Ambar Basu, Graham D. Bodie, Dara N. Byrne, Jessie Daniels, Mohan J. Dutta, Raiford Guins, Guisela Latorre, Antonio López, Chela Sandoval, Tyrone D. Taborn, Douglas Thomas
Publisher: MIT Press
ISBN: 0262550679
Category : Computers
Languages : en
Pages : 208
Book Description
An exploration of how issues of race and ethnicity play out in a digital media landscape that includes MySpace, post-9/11 politics, MMOGs, Internet music distribution, and the digital divide. It may have been true once that (as the famous cartoon of the 1990s put it) "Nobody knows you're a dog on the Internet," and that (as an MCI commercial of that era declared) on the Internet there is no race, gender, or infirmity, but today, with the development of web cams, digital photography, cell phone cameras, streaming video, and social networking sites, this notion seems quaintly idealistic. This volume takes up issues of race and ethnicity in the new digital media landscape. The contributors address this topic--still difficult to engage honestly, clearly, empathetically, and with informed understanding in twenty-first century America--with the goal of pushing consideration of a vexing but important subject from margin to center. Learning Race and Ethnicity explores the intersection of race and ethnicity with post 9/11 politics, online hate-speech practices, and digital youth and media cultures. It examines universal access and the racial and ethnic digital divide from the perspective of digital media learning and youth. The chapters treat such subjects as racial identity in the computer-mediated public sphere, minority technology innovators, new methods of music distribution, digital artist Judy Baca's work with youth, Native American digital media literacy, and minority youth technology access and the pervasiveness of online health information. Contributors Ambar Basu, Graham D. Bodie, Dara N. Byrne, Jessie Daniels, Mohan J. Dutta, Raiford Guins, Guisela Latorre, Antonio López, Chela Sandoval, Tyrone D. Taborn, Douglas Thomas
The Machinima Reader
Author: Henry Lowood
Publisher: MIT Press
ISBN: 0262294923
Category : Games & Activities
Languages : en
Pages : 356
Book Description
The first critical overview of an emerging field, with contributions from both scholars and artist-practitioners. Over the last decade, machinima—the use of computer game engines to create movies—has emerged as a vibrant area in digital culture. Machinima as a filmmaking tool grew from the bottom up, driven by enthusiasts who taught themselves to deploy technologies from computer games to create animated films quickly and cheaply. The Machinima Reader is the first critical overview of this rapidly developing field. The contributors include both academics and artist-practitioners. They explore machinima from multiple perspectives, ranging from technical aspects of machinima, from real-time production to machinima as a performative and cinematic medium, while paying close attention to the legal, cultural, and pedagogical contexts for machinima. The Machinima Reader extends critical debates originating within the machinima community to a wider audience and provides a foundation for scholarly work from a variety of disciplines. This is the first book to chart the emergence of machinima as a game-based cultural production that spans technologies and media, forming new communities of practice on its way to a history, an aesthetic, and a market.
Publisher: MIT Press
ISBN: 0262294923
Category : Games & Activities
Languages : en
Pages : 356
Book Description
The first critical overview of an emerging field, with contributions from both scholars and artist-practitioners. Over the last decade, machinima—the use of computer game engines to create movies—has emerged as a vibrant area in digital culture. Machinima as a filmmaking tool grew from the bottom up, driven by enthusiasts who taught themselves to deploy technologies from computer games to create animated films quickly and cheaply. The Machinima Reader is the first critical overview of this rapidly developing field. The contributors include both academics and artist-practitioners. They explore machinima from multiple perspectives, ranging from technical aspects of machinima, from real-time production to machinima as a performative and cinematic medium, while paying close attention to the legal, cultural, and pedagogical contexts for machinima. The Machinima Reader extends critical debates originating within the machinima community to a wider audience and provides a foundation for scholarly work from a variety of disciplines. This is the first book to chart the emergence of machinima as a game-based cultural production that spans technologies and media, forming new communities of practice on its way to a history, an aesthetic, and a market.
Games Girls Play
Author: Carolyn M. Cunningham
Publisher: Lexington Books
ISBN: 1498554571
Category : Language Arts & Disciplines
Languages : en
Pages : 191
Book Description
Games Girls Play examines the role that video games play in girls’ lives, including how games structure girls’ leisure time, how playing video games constitutes different performances of femininity, and what influences girls to play or not play video games. Through interviews, focus groups, and qualitative content analyses, this book analyzes girls’ involvement with video games. It also examines different contexts in which discourses of girls and video games occur, including girl-oriented video games, activist efforts to change the video game industry, and informal education programs that teach girls video game design.
Publisher: Lexington Books
ISBN: 1498554571
Category : Language Arts & Disciplines
Languages : en
Pages : 191
Book Description
Games Girls Play examines the role that video games play in girls’ lives, including how games structure girls’ leisure time, how playing video games constitutes different performances of femininity, and what influences girls to play or not play video games. Through interviews, focus groups, and qualitative content analyses, this book analyzes girls’ involvement with video games. It also examines different contexts in which discourses of girls and video games occur, including girl-oriented video games, activist efforts to change the video game industry, and informal education programs that teach girls video game design.
Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming
Author: Yasmin B. Kafai
Publisher: Lulu.com
ISBN: 1365830268
Category : Education
Languages : en
Pages : 320
Book Description
In Diversifying Barbie and Mortal Kombat, the third edited volume in the series that includes From Barbie to Mortal Kombat and Beyond Barbie and Mortal Kombat, we expand the discussions on gender, race, and sexuality in gaming. We include intersectional perspectives on the experiences of diverse players, non-players and designers and promote inclusive designs for broadening access and participation in gaming, design and development. Contributors from media studies, gender studies, game studies, educational design, learning sciences, computer science, and game development examine who plays, how they play, where and what they play, why they play (or choose not to play), and with whom they play. This volume further explores how we can diversify access, participation and design for more inclusive play and learning.
Publisher: Lulu.com
ISBN: 1365830268
Category : Education
Languages : en
Pages : 320
Book Description
In Diversifying Barbie and Mortal Kombat, the third edited volume in the series that includes From Barbie to Mortal Kombat and Beyond Barbie and Mortal Kombat, we expand the discussions on gender, race, and sexuality in gaming. We include intersectional perspectives on the experiences of diverse players, non-players and designers and promote inclusive designs for broadening access and participation in gaming, design and development. Contributors from media studies, gender studies, game studies, educational design, learning sciences, computer science, and game development examine who plays, how they play, where and what they play, why they play (or choose not to play), and with whom they play. This volume further explores how we can diversify access, participation and design for more inclusive play and learning.
Esports Research and Its Integration in Education
Author: Harvey, Miles M.
Publisher: IGI Global
ISBN: 1799870715
Category : Games & Activities
Languages : en
Pages : 313
Book Description
The world of esports in education is booming, and the field needs empirical studies to help ground much of what is going on in the field. Over the last couple years, there appears to be a large amount of anecdotal evidence surrounding esports and its role in education, but researchers, teachers, coaches, and organizations need peer-reviewed, research-based evidence so they can evolve the field at large. As the amount of esports teams and organizations continues to rise, so will the need for the field to provide empirical research about esports and education and the effect it has on students and those who partake in it. Esports Research and Its Integration in Education is an essential reference source for those interested in educational research related to esports topics as they are approached through multiple ages of schooling and infused throughout a variety of content areas and research methodologies. The book covers empirical studies that help practitioners to understand how esports is developing within and around learning institutions and what the impact may be on students and their contemporary educational experiences. Covering topics such as college and career readiness, literacy practices, and urban education, this text is essential for stakeholders involved in the rise of esports, administrators, teachers, coaches, researchers, students, and academicians.
Publisher: IGI Global
ISBN: 1799870715
Category : Games & Activities
Languages : en
Pages : 313
Book Description
The world of esports in education is booming, and the field needs empirical studies to help ground much of what is going on in the field. Over the last couple years, there appears to be a large amount of anecdotal evidence surrounding esports and its role in education, but researchers, teachers, coaches, and organizations need peer-reviewed, research-based evidence so they can evolve the field at large. As the amount of esports teams and organizations continues to rise, so will the need for the field to provide empirical research about esports and education and the effect it has on students and those who partake in it. Esports Research and Its Integration in Education is an essential reference source for those interested in educational research related to esports topics as they are approached through multiple ages of schooling and infused throughout a variety of content areas and research methodologies. The book covers empirical studies that help practitioners to understand how esports is developing within and around learning institutions and what the impact may be on students and their contemporary educational experiences. Covering topics such as college and career readiness, literacy practices, and urban education, this text is essential for stakeholders involved in the rise of esports, administrators, teachers, coaches, researchers, students, and academicians.