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  1. Dramaqueen
    Frauen zwischen Beurteilung und Verurteilung
  2. Bollywood, skin color and sexism
    the role of the film industry in emboldening and contesting stereotypes in India after independence
    Erschienen: [2021]
    Verlag:  Harvard Business School, [Boston, MA]

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    Verlag (kostenfrei)
    Verlag (kostenfrei)
    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
    Keine Rechte
    keine Fernleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Online
    Schriftenreihe: Working paper / Harvard Business School ; 21, 077
    Schlagworte: film industry; Bollywood; Tamil cinema; India; gender; male gaze; race; social impact;stereotypes; oral history; business history
    Umfang: 1 Online-Ressource (circa 54 Seiten)
  3. Gamer trouble
    feminist confrontations in digital culture
    Erschienen: [2020]; © 2020
    Verlag:  New York University Press, New York, NY

    Complicating perspectives on diversity in video gamesGamers have been troublemakers as long as games have existed. As our popular understanding of "gamer" shifts beyond its historical construction as a white, straight, adolescent, cisgender male, the... mehr

    Filmuniversität Babelsberg KONRAD WOLF, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    Complicating perspectives on diversity in video gamesGamers have been troublemakers as long as games have existed. As our popular understanding of "gamer" shifts beyond its historical construction as a white, straight, adolescent, cisgender male, the troubles that emerge both confirm and challenge our understanding of identity politics. In Gamer Trouble, Amanda Phillips excavates the turbulent relationships between surface and depth in contemporary gaming culture, taking readers under the hood of the mechanisms of video games in order to understand the ways that difference gets baked into its technological, ludic, ideological, and social systems.By centering the insights of queer and women of color feminisms in readings of online harassment campaigns, industry animation practices, and popular video games like Portal and Mass Effect, Phillips adds essential analytical tools to our conversations about video games. She embraces the trouble that attends disciplinary crossroads, linking the violent hate speech of trolls and the representational practices marginalizing people of color, women, and queers in entertainment media to the dehumanizing logic undergirding computation and the optimization strategies of gameplay. From the microcosmic level of electricity and flicks of a thumb to the grand stages of identity politics and global capitalism, wherever gamers find themselves, gamer trouble follows. As reinvigorated forms of racism, sexism, and homophobia thrive in games and gaming communities, Phillips follows the lead of those who have been making good trouble all along, agitating for a better world

     

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  4. Gamer trouble
    feminist confrontations in digital culture
    Erschienen: [2020]; © 2020
    Verlag:  New York University Press, New York, NY

    Complicating perspectives on diversity in video gamesGamers have been troublemakers as long as games have existed. As our popular understanding of "gamer" shifts beyond its historical construction as a white, straight, adolescent, cisgender male, the... mehr

    Bayerische Staatsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universitätsbibliothek der LMU München
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    Complicating perspectives on diversity in video gamesGamers have been troublemakers as long as games have existed. As our popular understanding of "gamer" shifts beyond its historical construction as a white, straight, adolescent, cisgender male, the troubles that emerge both confirm and challenge our understanding of identity politics. In Gamer Trouble, Amanda Phillips excavates the turbulent relationships between surface and depth in contemporary gaming culture, taking readers under the hood of the mechanisms of video games in order to understand the ways that difference gets baked into its technological, ludic, ideological, and social systems.By centering the insights of queer and women of color feminisms in readings of online harassment campaigns, industry animation practices, and popular video games like Portal and Mass Effect, Phillips adds essential analytical tools to our conversations about video games. She embraces the trouble that attends disciplinary crossroads, linking the violent hate speech of trolls and the representational practices marginalizing people of color, women, and queers in entertainment media to the dehumanizing logic undergirding computation and the optimization strategies of gameplay. From the microcosmic level of electricity and flicks of a thumb to the grand stages of identity politics and global capitalism, wherever gamers find themselves, gamer trouble follows. As reinvigorated forms of racism, sexism, and homophobia thrive in games and gaming communities, Phillips follows the lead of those who have been making good trouble all along, agitating for a better world

     

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  5. Pick me girls
    Erschienen: 2023
    Verlag:  Kiepenheuer & Witsch, Köln

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    Quelle: Verbundkataloge
    Sprache: Deutsch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9783462004205; 3462004204
    Weitere Identifier:
    9783462004205
    RVK Klassifikation: GO 80000 ; MS 2900 ; MS 3180
    DDC Klassifikation: Sozialwissenschaften (300)
    Auflage/Ausgabe: 1. Auflage
    Schlagworte: Frau; Weiblichkeit
    Weitere Schlagworte: Internetphänomen; Passmann; Studio Orange; Alte weiße Männer; Männerwelten; Feminimus; feministische Literatur; Memoir; Generation Y; Jugend; Erwachsenwerden; Mobbing; coming of age; Lena Dunham; Jugend 90er Jahre; Instagram; relatable; male gaze; Kindheitstrauma; Coolness
    Umfang: 215 Seiten, 21 cm
    Bemerkung(en):

    Hier auch später erschienene, unveränderte Nachdrucke (2. Auflage 2023)

  6. Nudes
    der Akt in der Kunst : Werke aus der Tate, London, ergänzt durch die Sammlung des LWL-Museums für Kunst und Kultur, Münster
    Erschienen: [2023]
    Verlag:  Wienand, Köln

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    Quelle: Verbundkataloge
    Beteiligt: Pirsig-Marshall, Tanja (Herausgeber); Pirsig-Marshall, Tanja (Herausgeber); Weise, Ann-Catherine (Herausgeber)
    Sprache: Deutsch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9783868327625; 3868327622
    Weitere Identifier:
    9783868327625
    Schlagworte: Aktdarstellung
    Weitere Schlagworte: (Produktform)Hardback; (Zielgruppe)Allgemein; Akt; Nacktheit; Nudes; Kunsgeschichte; male gaze; Körper; Geschlecht; Gender; Unbekleidet; (VLB-WN)1583: Hardcover, Softcover / Kunst/Bildende Kunst
    Umfang: 272 Seiten, 30 cm
  7. Pick me Girls
  8. Pick me Girls
  9. Pick me girls
    Erschienen: 2023
    Verlag:  tacheles!, Bochum