Author: Juno Dawson
Publisher: Two Roads
ISBN: 1473648610
Category : Social Science
Languages : en
Pages : 264
Book Description
*WINNER OF THE UK BLACK PRIDE LITERARY PRIZE FOR NON-FICTION DIVA AWARDS 2017* *AS SEEN ON TRANSFORMATION STREET* 'Opens minds, breaks down myths and vaporises prejudice - I loved it!' Rebecca Root, star of Boy Meets Girl 'Funny, thoughtful and honest' Stylist 'It's a boy!' or 'It's a girl!' are the first words almost all of us hear when we enter the world. Before our names, before we have likes and dislikes - before we, or anyone else, has any idea who we are. And two years ago, as Juno Dawson went to tell her mother she was (and actually, always had been) a woman, she started to realise just how wrong we've been getting it. Gender isn't just screwing over trans people, it's messing with everyone. From little girls who think they can't be doctors to teenagers who come to expect street harassment. From exclusionist feminists to 'alt-right' young men. From men who can't cry to the women who think they shouldn't. As her body gets in line with her mind, Juno tells not only her own story, but the story of everyone who is shaped by society's expectations of gender - and what we can do about it. Featuring insights from well-known gender, feminist and trans activists including Rebecca Root, Laura Bates, Gemma Cairney, Anthony Anaxagorou, Hannah Witton, Alaska Thunderfuck and many more, The Gender Games is a frank, witty and powerful manifesto for a world in which everyone can truly be themselves. The Gender Games has been optioned by SunnyMarch Productions to be turned into an original television series, written by Rose Lewenstein.
The Gender Game
Author: Bella Forrest
Publisher: Gender Game
ISBN:
Category :
Languages : en
Pages : 0
Book Description
For fans of The Hunger Games and Divergent comes a story like no other... A toxic river divides nineteen-year-old Violet Bates's world by gender. Women rule the East. Men rule the West. Welcome to the lands of Matrus and Patrus. Ever since the disappearance of her beloved younger brother, Violet's life has been consumed by an anger she struggles to control. Already a prisoner to her own nation, now she has been sentenced to death for her crimes. But one decision could save her life. To enter the kingdom of Patrus, where men rule and women submit. Everything about the patriarchy is dangerous for a rebellious girl like Violet. She cannot break the rules if she wishes to stay alive. But abiding by rules has never been her strong suit, and when she is thrust into more danger than she could have ever predicted, Violet is forced to sacrifice many things in the forbidden kingdom ... including forbidden love. In a world divided by gender, only the strongest survive... _____________________________________________ *Over 30,640 worldwide 5-star reviews and 1 million copies sold of the series* What Early Readers are Saying: "Bella takes this genre to a new level. Imagine the intrigue of Divergent, the suspense of The Maze Runner and the heart-pounding excitement of The Hunger Games. That is the magic Bella is working with her new novel The Gender Game." "The next BIG THING. Unique and brilliant." "The perfect mix of adventure, mystery, thrill, blossoming love and heartbreak. READ THIS ASAP! You will not regret it." "You can never predict where Bella Forrest will take a story!" "Intrigue, danger and mystery at every corner." "Once I started reading, I knew I wouldn't be able to stop. My heart raced along with Violet's [...] The twists and turns so far in this book have left my mouth hanging agape." "Intrigue, espionage, and a strong, smart female at the center of it all. Had me sucked in from the get go."
Publisher: Gender Game
ISBN:
Category :
Languages : en
Pages : 0
Book Description
For fans of The Hunger Games and Divergent comes a story like no other... A toxic river divides nineteen-year-old Violet Bates's world by gender. Women rule the East. Men rule the West. Welcome to the lands of Matrus and Patrus. Ever since the disappearance of her beloved younger brother, Violet's life has been consumed by an anger she struggles to control. Already a prisoner to her own nation, now she has been sentenced to death for her crimes. But one decision could save her life. To enter the kingdom of Patrus, where men rule and women submit. Everything about the patriarchy is dangerous for a rebellious girl like Violet. She cannot break the rules if she wishes to stay alive. But abiding by rules has never been her strong suit, and when she is thrust into more danger than she could have ever predicted, Violet is forced to sacrifice many things in the forbidden kingdom ... including forbidden love. In a world divided by gender, only the strongest survive... _____________________________________________ *Over 30,640 worldwide 5-star reviews and 1 million copies sold of the series* What Early Readers are Saying: "Bella takes this genre to a new level. Imagine the intrigue of Divergent, the suspense of The Maze Runner and the heart-pounding excitement of The Hunger Games. That is the magic Bella is working with her new novel The Gender Game." "The next BIG THING. Unique and brilliant." "The perfect mix of adventure, mystery, thrill, blossoming love and heartbreak. READ THIS ASAP! You will not regret it." "You can never predict where Bella Forrest will take a story!" "Intrigue, danger and mystery at every corner." "Once I started reading, I knew I wouldn't be able to stop. My heart raced along with Violet's [...] The twists and turns so far in this book have left my mouth hanging agape." "Intrigue, espionage, and a strong, smart female at the center of it all. Had me sucked in from the get go."
The Gender Secret
Author: Bella Forrest
Publisher:
ISBN: 9780998299259
Category : Deception
Languages : en
Pages : 426
Book Description
The pulse-pounding second book in The Gender Game series. Gliding over the treacherous Green in a shaky aircraft that she has no idea how to land, Violet Bates is still in shock. The harrowing events of the previous night play over in her mind as she asks herself question after question. Why did Lee Desmond Bertrand behave the way he did? What is the truth about the mysterious silver egg stowed beneath her seat? What happened to Viggo and where is her brother? Is either of them still alive? When Violet manages to reach the toxic ground alive, she has landed in a world of unimaginable danger. She has barely time to catch her breath before she is sucked into a perilous journey at breakneck speed - to uncover secrets guarded for centuries and find the only two people that matter. BUY NOW
Publisher:
ISBN: 9780998299259
Category : Deception
Languages : en
Pages : 426
Book Description
The pulse-pounding second book in The Gender Game series. Gliding over the treacherous Green in a shaky aircraft that she has no idea how to land, Violet Bates is still in shock. The harrowing events of the previous night play over in her mind as she asks herself question after question. Why did Lee Desmond Bertrand behave the way he did? What is the truth about the mysterious silver egg stowed beneath her seat? What happened to Viggo and where is her brother? Is either of them still alive? When Violet manages to reach the toxic ground alive, she has landed in a world of unimaginable danger. She has barely time to catch her breath before she is sucked into a perilous journey at breakneck speed - to uncover secrets guarded for centuries and find the only two people that matter. BUY NOW
Gaming Sexism
Author: Amanda C. Cote
Publisher: NYU Press
ISBN: 1479802204
Category : Social Science
Languages : en
Pages : 274
Book Description
Interviews with female gamers about structural sexism across the gaming landscape When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women’s gaming are more actively enforced. In Gaming Sexism, Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality. Across in-depth interviews with women-identified gamers, Cote delves into the conflict between diversification and resistance to understand their impact on gaming, both casual and “core” alike. From video game magazines to male reactions to female opponents, she explores the shifting expectations about who gamers are, perceived changes in gaming spaces, and the experiences of female gamers amidst this gendered turmoil. While Cote reveals extensive, persistent problems in gaming spaces, she also emphasizes the power of this motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces can be overcome. Gaming Sexism is a well-timed investigation of equality, power, and control over the future of technology.
Publisher: NYU Press
ISBN: 1479802204
Category : Social Science
Languages : en
Pages : 274
Book Description
Interviews with female gamers about structural sexism across the gaming landscape When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women’s gaming are more actively enforced. In Gaming Sexism, Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality. Across in-depth interviews with women-identified gamers, Cote delves into the conflict between diversification and resistance to understand their impact on gaming, both casual and “core” alike. From video game magazines to male reactions to female opponents, she explores the shifting expectations about who gamers are, perceived changes in gaming spaces, and the experiences of female gamers amidst this gendered turmoil. While Cote reveals extensive, persistent problems in gaming spaces, she also emphasizes the power of this motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces can be overcome. Gaming Sexism is a well-timed investigation of equality, power, and control over the future of technology.
From Barbie® to Mortal Kombat
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
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
Immersion, Narrative, and Gender Crisis in Survival Horror Video Games
Author: Andrei Nae
Publisher: Routledge
ISBN: 1000440656
Category : Games & Activities
Languages : en
Pages : 256
Book Description
This book investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. In a thorough analysis of the genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a political and social context. In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics. This book will appeal not only to scholars working in game studies, but also to scholars of horror, gender studies, popular culture, visual arts, genre studies and narratology.
Publisher: Routledge
ISBN: 1000440656
Category : Games & Activities
Languages : en
Pages : 256
Book Description
This book investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. In a thorough analysis of the genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a political and social context. In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics. This book will appeal not only to scholars working in game studies, but also to scholars of horror, gender studies, popular culture, visual arts, genre studies and narratology.
Language, Gender and Videogames
Author: Frazer Heritage
Publisher: Springer Nature
ISBN: 3030743985
Category : Language Arts & Disciplines
Languages : en
Pages : 250
Book Description
This book explores how corpus linguistic techniques can be applied to close analysis of videogames as a text, particularly examining how language is used to construct representations of gender in fantasy videogames. The author demonstrates a wide array of techniques which can be used to both build corpora of videogames and to analyse them, revealing broad patterns of representation within the genre, while also zooming in to focus on diachronic changes in the representation of gender within a best-selling videogame series and a Massively Multiplayer Online Role Playing Game (MMORPG). The book examines gender as a social variable, making use of corpus linguistic methods to demonstrate how the language used to depict gender is complex but often repeated. This book combines fields including language and gender studies, new media studies, ludolinguistics, and corpus linguistics, and it will be of interest to scholars in these and related disciplines.
Publisher: Springer Nature
ISBN: 3030743985
Category : Language Arts & Disciplines
Languages : en
Pages : 250
Book Description
This book explores how corpus linguistic techniques can be applied to close analysis of videogames as a text, particularly examining how language is used to construct representations of gender in fantasy videogames. The author demonstrates a wide array of techniques which can be used to both build corpora of videogames and to analyse them, revealing broad patterns of representation within the genre, while also zooming in to focus on diachronic changes in the representation of gender within a best-selling videogame series and a Massively Multiplayer Online Role Playing Game (MMORPG). The book examines gender as a social variable, making use of corpus linguistic methods to demonstrate how the language used to depict gender is complex but often repeated. This book combines fields including language and gender studies, new media studies, ludolinguistics, and corpus linguistics, and it will be of interest to scholars in these and related disciplines.
Women and Video Game Modding
Author: Bridget Whelan
Publisher: McFarland
ISBN: 1476667438
Category : Games & Activities
Languages : en
Pages : 217
Book Description
The world of video games has long revolved around a subset of its player base: straight, white males aged 18-25. Highly gendered marketing in the late 1990s and early 2000s widened the gap between this perceived base and the actual diverse group who buy video games. Despite reports from the Entertainment Software Association that nearly half of gamers identify as female, many developers continue to produce content reflecting this imaginary audience. Many female gamers are in turn modifying the games. "Modders" alter the appearance of characters, rewrite scenes and epilogues, enhance or add love scenes and create fairy tale happy endings. This is a collection of new essays on the phenomenon of women and modding, focusing on such titles as Skyrim, Dragon Age, Mass Effect and The Sims. Topics include the relationship between modders and developers, the history of modding, and the relationship between modding and disability, race, sexuality and gender identity.
Publisher: McFarland
ISBN: 1476667438
Category : Games & Activities
Languages : en
Pages : 217
Book Description
The world of video games has long revolved around a subset of its player base: straight, white males aged 18-25. Highly gendered marketing in the late 1990s and early 2000s widened the gap between this perceived base and the actual diverse group who buy video games. Despite reports from the Entertainment Software Association that nearly half of gamers identify as female, many developers continue to produce content reflecting this imaginary audience. Many female gamers are in turn modifying the games. "Modders" alter the appearance of characters, rewrite scenes and epilogues, enhance or add love scenes and create fairy tale happy endings. This is a collection of new essays on the phenomenon of women and modding, focusing on such titles as Skyrim, Dragon Age, Mass Effect and The Sims. Topics include the relationship between modders and developers, the history of modding, and the relationship between modding and disability, race, sexuality and gender identity.