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  1. The queer games avant-garde
    how LBGTQ game makers are reimagining the medium of video games
    Autor*in: Ruberg, Bonnie
    Erschienen: [2020]
    Verlag:  Duke University Press, Durham

    Introduction: The Queer Games Avant-Garde : Reimagining the Medium of Video Games -- Queer People, Queer Desires, Queer Games. Dietrich Squinkifer : Nonbinary Characters, Asexuality, and Game Design as Joyful Resistance -- Robert Yang : The Politics... mehr

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    Introduction: The Queer Games Avant-Garde : Reimagining the Medium of Video Games -- Queer People, Queer Desires, Queer Games. Dietrich Squinkifer : Nonbinary Characters, Asexuality, and Game Design as Joyful Resistance -- Robert Yang : The Politics and Pleasures of Representing Sex between Men -- Aevee Bee : On Designing for Queer Players and Re-making Autobiographical Truth -- Queerness as a Mode of Game-Making. Llaura McGee : Leaving Space for Messiness, Complexity, and Chance -- Andi McClure : Algorithms, Accidents, and the Queerness of Abstraction -- Liz Ryerson : Resisting Empathy and Rewriting the Rules of Game Design -- Designing Queer Intimacy in Games. Jimmy Andrews and Loren Schmidt : Queer Body Physics, Awkwardness as Emotional Realism, and the Challenge of Designing Consent -- Naomi Clark : Disrupting Norms and Critiquing Systems through "Good, Nice Sex with Tentacle Monsters" -- Elizabeth Sampat : Safe Spaces for Queerness and Games against Suffering -- The Legacy of Feminist Performance Art in Queer Games. Kara Stone : Softness, Strength, and Danger in Games about Mental Health and Healing -- Mattie Brice : Radical Play through Vulnerability -- Seanna Musgrave : "Touch-Feely" Virtual Reality and Reclaiming the Trans Body -- Intersectional Perspectives in/on Queer Games. Tonia B***** and Emilia Yang : Making Games about Queer Women of Color, by Queer Women of Color -- Nicky Case : Playable Politics and Interactivity for Understanding -- Nina Freeman : More Than Just the "Woman Who Makes Sex Games" -- Analog Games: Exploring Queerness through Non-Digital Play. Avery Alder : Queer Storytelling and the Mechanics of Desire -- Kat Jones : Bisexuality, Latina Identity, and the Power of Physical Presence -- Making Queer Games, Queer Change, and Queer Community. Mo Cohen : On Self-Care, Funding, and Other Advice for Aspiring Queer Indie Game-Makers -- Jerome Hagan : Are Queer Games Bringing "Diversity" to the Mainstream Industry? -- Sarah Schoemann : The Power of Community Organizing -- Afterword: The Future of the Queer Games Avant-Garde. "Through a series of interview-based profiles of influential and innovative contemporary LGBTQ game-makers and activists, THE QUEER GAMES AVANT-GARDE explores the queer gaming world as an artistic and social movement. Bonnie Ruberg shows us how members of what they call the "queer games avant-garde"-a contemporary vanguard leading video games in more experimental and markedly queer directions-are reimagining video games as a medium for the expression of non-heteronormative desire and counter-hegemonic world-building. The volume foregrounds the voices of queer game-makers as they speak about their influences, their goals, and the challenges they face, as well as the meanings, messages, and even problems with the games they've created. Ruberg's interviews reveal how this new critical mass of game-makers are redefining the medium by placing queerness at the front and center of video games. The book opens with an engaging introduction to the queer games movement and an overview of the network of designers and games that make up this avant-garde. After situating the queer games avant-garde in its artistic and cultural contexts, the book turns to focus on individual members of the movement and the games they have created. The volume's twenty-one profiles are divided into seven thematically organized sections, addressing topics such as queer representation in games, queer game-making practices, and intersectional perspectives on the queer games avant-garde. The first section, for example, profiles game-makers who directly include queer people in their games. In contrast, the game-makers interviewed in the following section rarely include direct representation but rather engage queerness conceptually through their artistic and aesthetic practices. One section focuses on the influence of feminist art practices and avant-garde art movements on the work of queer game-makers, while another looks at intersectionality in queer games. A final section looks to the future of queer games, mainstream games, and the technology industry, through the work of game-makers seeking change and a better way forward for video games. THE QUEER GAMES AVANT-GARDE is an accessible overview of the queer gaming world and will be of interest to scholars and students of cultural studies, game studies, media studies, and LGBTQ studies, as well as to a broader readership with an interest in queer video games"--

     

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    Quelle: Staatsbibliothek zu Berlin
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9781478006589; 9781478005919
    Schlagworte: Video games; Video game designers; Gay culture; Gender identity; Queer theory
    Umfang: xi, 276 Seiten, Illustrationen
    Bemerkung(en):

    Includes bibliographical references and index

  2. A precarious game
    the illusion of dream jobs in the video game industry
    Autor*in: Bulut, Ergin
    Erschienen: [2020]; © 2020
    Verlag:  Cornell University Press, Ithaca ; London

    A Precarious Game is an ethnographic examination of video game production. The developers Bulut researched for almost three years in a medium sized studio in the US loved making video games that millions play. However, only some can enjoy this dream... mehr

    Hochschule für Wirtschaft und Recht, Hochschulbibliothek, Campus Schöneberg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Brandenburgische Technische Universität Cottbus - Senftenberg, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    A Precarious Game is an ethnographic examination of video game production. The developers Bulut researched for almost three years in a medium sized studio in the US loved making video games that millions play. However, only some can enjoy this dream job, which can be precarious and alienating for many others. That is, the passion of a predominantly white-male labor force relies on material inequalities involving the sacrificial labor of their families, unacknowledged work of precarious testers, and thousands of racialized and gendered workers in the Global South.In A Precarious Game, Bulut explores the politics of doing what one loves. Passion and love at work imply freedom, participation, and choice, but they in fact accelerate self-exploitation and can impose emotional toxicity on other workers by forcing them to work endless hours. Bulut argues that such ludic discourses in the game industry disguise the racialized and gendered inequalities on which a profitable transnational industry thrives.Work within capitalism is not just an economic matter and the political nature of employment and love can still be undemocratic even when based on mutual consent. As Bulut demonstrates, rather than considering work simply as an economic matter based on trade-offs in the workplace, we should consider work and love as a question of democracy rooted in politics

     

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  3. The queer games avant-garde
    how LGBTQ game makers are reimagining the medium of video games
    Autor*in: Ruberg, Bonnie
    Erschienen: [2020]
    Verlag:  Duke University Press, Durham

    Introduction: The Queer Games Avant-Garde : Reimagining the Medium of Video Games -- Queer People, Queer Desires, Queer Games. Dietrich Squinkifer : Nonbinary Characters, Asexuality, and Game Design as Joyful Resistance -- Robert Yang : The Politics... mehr

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    10 A 108292
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Zeppelin Universität gGmbH, Bibliothek
    AP 15963 R895 Q3
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Niedersächsische Staats- und Universitätsbibliothek Göttingen
    2023 A 264
    keine Fernleihe

     

    Introduction: The Queer Games Avant-Garde : Reimagining the Medium of Video Games -- Queer People, Queer Desires, Queer Games. Dietrich Squinkifer : Nonbinary Characters, Asexuality, and Game Design as Joyful Resistance -- Robert Yang : The Politics and Pleasures of Representing Sex between Men -- Aevee Bee : On Designing for Queer Players and Re-making Autobiographical Truth -- Queerness as a Mode of Game-Making. Llaura McGee : Leaving Space for Messiness, Complexity, and Chance -- Andi McClure : Algorithms, Accidents, and the Queerness of Abstraction -- Liz Ryerson : Resisting Empathy and Rewriting the Rules of Game Design -- Designing Queer Intimacy in Games. Jimmy Andrews and Loren Schmidt : Queer Body Physics, Awkwardness as Emotional Realism, and the Challenge of Designing Consent -- Naomi Clark : Disrupting Norms and Critiquing Systems through "Good, Nice Sex with Tentacle Monsters" -- Elizabeth Sampat : Safe Spaces for Queerness and Games against Suffering -- The Legacy of Feminist Performance Art in Queer Games. Kara Stone : Softness, Strength, and Danger in Games about Mental Health and Healing -- Mattie Brice : Radical Play through Vulnerability -- Seanna Musgrave : "Touch-Feely" Virtual Reality and Reclaiming the Trans Body -- Intersectional Perspectives in/on Queer Games. Tonia B***** and Emilia Yang : Making Games about Queer Women of Color, by Queer Women of Color -- Nicky Case : Playable Politics and Interactivity for Understanding -- Nina Freeman : More Than Just the "Woman Who Makes Sex Games" -- Analog Games: Exploring Queerness through Non-Digital Play. Avery Alder : Queer Storytelling and the Mechanics of Desire -- Kat Jones : Bisexuality, Latina Identity, and the Power of Physical Presence -- Making Queer Games, Queer Change, and Queer Community. Mo Cohen : On Self-Care, Funding, and Other Advice for Aspiring Queer Indie Game-Makers -- Jerome Hagan : Are Queer Games Bringing "Diversity" to the Mainstream Industry? -- Sarah Schoemann : The Power of Community Organizing -- Afterword: The Future of the Queer Games Avant-Garde. "Through a series of interview-based profiles of influential and innovative contemporary LGBTQ game-makers and activists, THE QUEER GAMES AVANT-GARDE explores the queer gaming world as an artistic and social movement. Bonnie Ruberg shows us how members of what they call the "queer games avant-garde"-a contemporary vanguard leading video games in more experimental and markedly queer directions-are reimagining video games as a medium for the expression of non-heteronormative desire and counter-hegemonic world-building. The volume foregrounds the voices of queer game-makers as they speak about their influences, their goals, and the challenges they face, as well as the meanings, messages, and even problems with the games they've created. Ruberg's interviews reveal how this new critical mass of game-makers are redefining the medium by placing queerness at the front and center of video games. The book opens with an engaging introduction to the queer games movement and an overview of the network of designers and games that make up this avant-garde. After situating the queer games avant-garde in its artistic and cultural contexts, the book turns to focus on individual members of the movement and the games they have created. The volume's twenty-one profiles are divided into seven thematically organized sections, addressing topics such as queer representation in games, queer game-making practices, and intersectional perspectives on the queer games avant-garde. The first section, for example, profiles game-makers who directly include queer people in their games. In contrast, the game-makers interviewed in the following section rarely include direct representation but rather engage queerness conceptually through their artistic and aesthetic practices. One section focuses on the influence of feminist art practices and avant-garde art movements on the work of queer game-makers, while another looks at intersectionality in queer games. A final section looks to the future of queer games, mainstream games, and the technology industry, through the work of game-makers seeking change and a better way forward for video games. THE QUEER GAMES AVANT-GARDE is an accessible overview of the queer gaming world and will be of interest to scholars and students of cultural studies, game studies, media studies, and LGBTQ studies, as well as to a broader readership with an interest in queer video games"--

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Quelle: Staatsbibliothek zu Berlin
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9781478006589; 9781478005919
    Schlagworte: Video games; Video game designers; Gay culture; Gender identity; Queer theory
    Umfang: XI, 276 Seiten, Illustrationen
    Bemerkung(en):

    Includes bibliographical references and index

  4. The queer games avant-garde
    how LBGTQ game makers are reimagining the medium of video games
    Autor*in: Ruberg, Bonnie
    Erschienen: [2020]
    Verlag:  Duke University Press, Durham

    Introduction: The Queer Games Avant-Garde : Reimagining the Medium of Video Games -- Queer People, Queer Desires, Queer Games. Dietrich Squinkifer : Nonbinary Characters, Asexuality, and Game Design as Joyful Resistance -- Robert Yang : The Politics... mehr

    Zugang:
    Aggregator (lizenzpflichtig)
    Bibliothek im Kurt-Schwitters-Forum
    Ebooks
    keine Fernleihe

     

    Introduction: The Queer Games Avant-Garde : Reimagining the Medium of Video Games -- Queer People, Queer Desires, Queer Games. Dietrich Squinkifer : Nonbinary Characters, Asexuality, and Game Design as Joyful Resistance -- Robert Yang : The Politics and Pleasures of Representing Sex between Men -- Aevee Bee : On Designing for Queer Players and Re-making Autobiographical Truth -- Queerness as a Mode of Game-Making. Llaura McGee : Leaving Space for Messiness, Complexity, and Chance -- Andi McClure : Algorithms, Accidents, and the Queerness of Abstraction -- Liz Ryerson : Resisting Empathy and Rewriting the Rules of Game Design -- Designing Queer Intimacy in Games. Jimmy Andrews and Loren Schmidt : Queer Body Physics, Awkwardness as Emotional Realism, and the Challenge of Designing Consent -- Naomi Clark : Disrupting Norms and Critiquing Systems through "Good, Nice Sex with Tentacle Monsters" -- Elizabeth Sampat : Safe Spaces for Queerness and Games against Suffering -- The Legacy of Feminist Performance Art in Queer Games. Kara Stone : Softness, Strength, and Danger in Games about Mental Health and Healing -- Mattie Brice : Radical Play through Vulnerability -- Seanna Musgrave : "Touch-Feely" Virtual Reality and Reclaiming the Trans Body -- Intersectional Perspectives in/on Queer Games. Tonia B***** and Emilia Yang : Making Games about Queer Women of Color, by Queer Women of Color -- Nicky Case : Playable Politics and Interactivity for Understanding -- Nina Freeman : More Than Just the "Woman Who Makes Sex Games" -- Analog Games: Exploring Queerness through Non-Digital Play. Avery Alder : Queer Storytelling and the Mechanics of Desire -- Kat Jones : Bisexuality, Latina Identity, and the Power of Physical Presence -- Making Queer Games, Queer Change, and Queer Community. Mo Cohen : On Self-Care, Funding, and Other Advice for Aspiring Queer Indie Game-Makers -- Jerome Hagan : Are Queer Games Bringing "Diversity" to the Mainstream Industry? -- Sarah Schoemann : The Power of Community Organizing -- Afterword: The Future of the Queer Games Avant-Garde. "Through a series of interview-based profiles of influential and innovative contemporary LGBTQ game-makers and activists, THE QUEER GAMES AVANT-GARDE explores the queer gaming world as an artistic and social movement. Bonnie Ruberg shows us how members of what they call the "queer games avant-garde"-a contemporary vanguard leading video games in more experimental and markedly queer directions-are reimagining video games as a medium for the expression of non-heteronormative desire and counter-hegemonic world-building. The volume foregrounds the voices of queer game-makers as they speak about their influences, their goals, and the challenges they face, as well as the meanings, messages, and even problems with the games they've created. Ruberg's interviews reveal how this new critical mass of game-makers are redefining the medium by placing queerness at the front and center of video games. The book opens with an engaging introduction to the queer games movement and an overview of the network of designers and games that make up this avant-garde. After situating the queer games avant-garde in its artistic and cultural contexts, the book turns to focus on individual members of the movement and the games they have created. The volume's twenty-one profiles are divided into seven thematically organized sections, addressing topics such as queer representation in games, queer game-making practices, and intersectional perspectives on the queer games avant-garde. The first section, for example, profiles game-makers who directly include queer people in their games. In contrast, the game-makers interviewed in the following section rarely include direct representation but rather engage queerness conceptually through their artistic and aesthetic practices. One section focuses on the influence of feminist art practices and avant-garde art movements on the work of queer game-makers, while another looks at intersectionality in queer games. A final section looks to the future of queer games, mainstream games, and the technology industry, through the work of game-makers seeking change and a better way forward for video games. THE QUEER GAMES AVANT-GARDE is an accessible overview of the queer gaming world and will be of interest to scholars and students of cultural studies, game studies, media studies, and LGBTQ studies, as well as to a broader readership with an interest in queer video games"--

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781478007302
    Schlagworte: Video games; Video game designers; Gay culture; Gender identity; Queer theory
    Umfang: 1 Online-Ressource (xi, 276 Seiten), Illustrationen
    Bemerkung(en):

    Includes bibliographical references and index

  5. The Queer Games Avant-Garde
    how LGBTQ game makers are reimagining the medium of video games
    Autor*in: Ruberg, Bonnie
    Erschienen: [2020]; © 2020
    Verlag:  Duke University Press, Durham

    In The Queer Games Avant-Garde, Bonnie Ruberg presents twenty interviews with twenty-two queer video game developers whose radical, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games. Speaking with... mehr

    Brandenburgische Technische Universität Cottbus - Senftenberg, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    In The Queer Games Avant-Garde, Bonnie Ruberg presents twenty interviews with twenty-two queer video game developers whose radical, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games. Speaking with insight and candor about their creative practices as well as their politics and passions, these influential and innovative game makers tell stories about their lives and inspirations, the challenges they face, and the ways they understand their places within the wider terrain of video game culture. Their insights go beyond typical conversations about LGBTQ representation in video games or how to improve "diversity" in digital media. Instead, they explore queer game-making practices, the politics of queer independent video games, how queerness can be expressed as an aesthetic practice, the influence of feminist art on their work, and the future of queer video games and technology. These engaging conversations offer a portrait of an influential community that is subverting and redefining the medium of video games by placing queerness front and center.Interviewees:Ryan Rose Aceae, Avery Alder, Jimmy Andrews, Santo Aveiro-Ojeda, Aevee Bee, Tonia B******, Mattie Brice, Nicky Case, Naomi Clark, Mo Cohen, Heather Flowers, Nina Freeman, Jerome Hagen, Kat Jones, Jess Marcotte, Andi McClure, Llaura McGee, Seanna Musgrave, Liz Ryerson, Elizabeth Sampat, Loren Schmidt, Sarah Schoemann, Dietrich Squinkifer, Kara Stone, Emilia Yang, Robert Yang

     

    Export in Literaturverwaltung   RIS-Format
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    Hinweise zum Inhalt
    Volltext (URL des Erstveröffentlichers)
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781478007302
    Weitere Identifier:
    Schlagworte: NON-CLASSIFIABLE.; Gay culture; Gender identity; Queer theory; Video game designers; Video games; Videospiel <Motiv>; LGBT; Homosexueller; Entwickler
    Umfang: 1 Online-Ressource (xi, 276 Seiten), Illustrationen
  6. Tomorrow, and tomorrow, and tomorrow
    Erschienen: 2022
    Verlag:  Chatto & Windus, London

    On a bitter-cold day, in the December of his junior year at Harvard, Sam Masur exits a subway car and sees, amid the hordes of people waiting on the platform, Sadie Green. He calls her name. For a moment, she pretends she hasn't heard him, but then,... mehr

    Stadtbibliothek Braunschweig
    keine Fernleihe
    Sächsische Landesbibliothek - Staats- und Universitätsbibliothek Dresden
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universitätsbibliothek Freiburg
    BESTELLT 2023
    keine Fernleihe

     

    On a bitter-cold day, in the December of his junior year at Harvard, Sam Masur exits a subway car and sees, amid the hordes of people waiting on the platform, Sadie Green. He calls her name. For a moment, she pretends she hasn't heard him, but then, she turns, and a game begins: a legendary collaboration that will launch them to stardom. These friends, intimates since childhood, borrow money, beg favors, and, before even graduating college, they have created their first blockbuster, Ichigo. Overnight, the world is theirs. Not even twenty-five years old, Sam and Sadie are brilliant, successful, and rich, but these qualities won't protect them from their own creative ambitions or the betrayals of their hearts. Spanning thirty years, from Cambridge, Massachusetts, to Venice Beach, California, and lands in between and far beyond, Gabrielle Zevin's Tomorrow, and Tomorrow, and Tomorrow is a dazzling and intricately imagined novel that examines the multifarious nature of identity, disability, failure, the redemptive possibilities in play, and above all, our need to connect: to be loved and to love. Yes, it is a love story, but it is not one you have read before

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9781784744656
    Weitere Identifier:
    9781784744656
    RVK Klassifikation: HU 9801
    Schlagworte: Video games; Success in business; Ambition; Belonging (Social psychology); Video game designers; Friendship; Man-woman relationships; Video games; Ambition; Belonging (Social psychology); Friendship; Man-woman relationships; Success in business; Video game designers; Video games; Video games - Design; Fiction; Psychological fiction; Psychological fiction
    Umfang: 401 Seiten, 24 cm
    Bemerkung(en):

    First published in the United States by Alfred A. Knopf

  7. The Queer Games Avant-Garde
    how LGBTQ game makers are reimagining the medium of video games
    Autor*in: Ruberg, Bonnie
    Erschienen: [2020]; © 2020
    Verlag:  Duke University Press, Durham

    In The Queer Games Avant-Garde, Bonnie Ruberg presents twenty interviews with twenty-two queer video game developers whose radical, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games. Speaking with... mehr

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    TH-AB - Technische Hochschule Aschaffenburg, Hochschulbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Technische Hochschule Augsburg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universitätsbibliothek Bamberg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universitätsbibliothek Bayreuth
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Hochschule Coburg, Zentralbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Hochschule Kempten, Hochschulbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Hochschule Landshut, Hochschule für Angewandte Wissenschaften, Bibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Bayerische Staatsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Technische Universität München, Universitätsbibliothek, Teilbibliotheken Garching
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universitätsbibliothek Passau
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    In The Queer Games Avant-Garde, Bonnie Ruberg presents twenty interviews with twenty-two queer video game developers whose radical, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games. Speaking with insight and candor about their creative practices as well as their politics and passions, these influential and innovative game makers tell stories about their lives and inspirations, the challenges they face, and the ways they understand their places within the wider terrain of video game culture. Their insights go beyond typical conversations about LGBTQ representation in video games or how to improve "diversity" in digital media. Instead, they explore queer game-making practices, the politics of queer independent video games, how queerness can be expressed as an aesthetic practice, the influence of feminist art on their work, and the future of queer video games and technology. These engaging conversations offer a portrait of an influential community that is subverting and redefining the medium of video games by placing queerness front and center.Interviewees:Ryan Rose Aceae, Avery Alder, Jimmy Andrews, Santo Aveiro-Ojeda, Aevee Bee, Tonia B******, Mattie Brice, Nicky Case, Naomi Clark, Mo Cohen, Heather Flowers, Nina Freeman, Jerome Hagen, Kat Jones, Jess Marcotte, Andi McClure, Llaura McGee, Seanna Musgrave, Liz Ryerson, Elizabeth Sampat, Loren Schmidt, Sarah Schoemann, Dietrich Squinkifer, Kara Stone, Emilia Yang, Robert Yang

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Volltext (URL des Erstveröffentlichers)
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781478007302
    Weitere Identifier:
    RVK Klassifikation: AP 15963
    Schlagworte: NON-CLASSIFIABLE.; Gay culture; Gender identity; Queer theory; Video game designers; Video games; LGBT; Videospiel <Motiv>; Homosexueller; Entwickler
    Umfang: 1 Online-Ressource (xi, 276 Seiten), Illustrationen
  8. A precarious game
    the illusion of dream jobs in the video game industry
    Autor*in: Bulut, Ergin
    Erschienen: [2020]; © 2020
    Verlag:  Cornell University Press, Ithaca ; London

    A Precarious Game is an ethnographic examination of video game production. The developers Bulut researched for almost three years in a medium sized studio in the US loved making video games that millions play. However, only some can enjoy this dream... mehr

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    TH-AB - Technische Hochschule Aschaffenburg, Hochschulbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Technische Hochschule Augsburg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universitätsbibliothek Augsburg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universitätsbibliothek Bamberg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Hochschule Coburg, Zentralbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Hochschule Kempten, Hochschulbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Hochschule Landshut, Hochschule für Angewandte Wissenschaften, Bibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Bayerische Staatsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universitätsbibliothek Passau
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    A Precarious Game is an ethnographic examination of video game production. The developers Bulut researched for almost three years in a medium sized studio in the US loved making video games that millions play. However, only some can enjoy this dream job, which can be precarious and alienating for many others. That is, the passion of a predominantly white-male labor force relies on material inequalities involving the sacrificial labor of their families, unacknowledged work of precarious testers, and thousands of racialized and gendered workers in the Global South.In A Precarious Game, Bulut explores the politics of doing what one loves. Passion and love at work imply freedom, participation, and choice, but they in fact accelerate self-exploitation and can impose emotional toxicity on other workers by forcing them to work endless hours. Bulut argues that such ludic discourses in the game industry disguise the racialized and gendered inequalities on which a profitable transnational industry thrives.Work within capitalism is not just an economic matter and the political nature of employment and love can still be undemocratic even when based on mutual consent. As Bulut demonstrates, rather than considering work simply as an economic matter based on trade-offs in the workplace, we should consider work and love as a question of democracy rooted in politics

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Volltext (URL des Erstveröffentlichers)
  9. Brenda Laurel
    pioneering games for girls
    Erschienen: 2017
    Verlag:  Bloomsbury Academic, an imprint of Bloomsbury Publishing Plc, London ; Oxford ; New York ; New Delhi ; Sydney

    "Brenda Laurel is best known for her work with Purple Moon, the pioneering game company she cofounded in the 1990s. Purple Moon's games were based on years of research Laurel completed in an effort to understand why computer games seemed to be of so... mehr

    Universitätsbibliothek der LMU München
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    "Brenda Laurel is best known for her work with Purple Moon, the pioneering game company she cofounded in the 1990s. Purple Moon's games were based on years of research Laurel completed in an effort to understand why computer games seemed to be of so little interest to girls. Using diverse archival sources such as trade journals, newspapers, and recorded interviews, alongside Laurel's completed games and own writings and an original interview with Laurel herself, this volume offers insight into both the early development of the games for girls movement of the 1990s and the lasting impact of Laurel's game design breakthroughs. In her work with Purple Moon, Laurel drew on her background in theatre as well as her expertise in human computer interaction and qualitative research. By relying on this interdisciplinary background, Laurel made significant contributions to our understanding of the design and development of games as a medium for emotional rehearsal and storytelling. Additionally, her dedication to research-informed design has had a longstanding impact as companies and designers increasingly rely on audience research and metrics to shape their practices. The newest in Bloomsbury's Influential Video Game Designers series, Carly Kocurek highlights the contributions of a designer whose work has had a profound impact on the development of both games for girls and empathy games"--

     

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    Volltext (URL des Erstveröffentlichers)
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781501319815; 9781501319808; 9781501319792
    Weitere Identifier:
    RVK Klassifikation: AP 15963 ; AP 15932 ; ST 324
    Schriftenreihe: Influential video game designers
    Schlagworte: Video game designers; Women video game designers; Video games for women; Spieleentwicklung; Videospielemarkt; Mädchen <8-14 Jahre>; Spieleentwicklerin; Computerspiel; Einfühlung; Videospiel; Mädchen; Computerspielindustrie; Frau
    Weitere Schlagworte: Laurel, Brenda; Laurel, Brenda; GAMES / Video & Electronic; SOCIAL SCIENCE / Media Studies
    Umfang: 1 Online-Ressource (xv, 165 Seiten), Illustrationen
  10. Brenda Laurel
    pioneering games for girls
    Erschienen: 2017
    Verlag:  Bloomsbury Academic, New York ; London ; Oxford ; New Dehli ; Sydney

    "Brenda Laurel is best known for her work with Purple Moon, the pioneering game company she cofounded in the 1990s. Purple Moon's games were based on years of research Laurel completed in an effort to understand why computer games seemed to be of so... mehr

    Deutsches Museum, Bibliothek
    keine Ausleihe von Bänden, nur Papierkopien werden versandt

     

    "Brenda Laurel is best known for her work with Purple Moon, the pioneering game company she cofounded in the 1990s. Purple Moon's games were based on years of research Laurel completed in an effort to understand why computer games seemed to be of so little interest to girls. Using diverse archival sources such as trade journals, newspapers, and recorded interviews, alongside Laurel's completed games and own writings and an original interview with Laurel herself, this volume offers insight into both the early development of the games for girls movement of the 1990s and the lasting impact of Laurel's game design breakthroughs. In her work with Purple Moon, Laurel drew on her background in theatre as well as her expertise in human computer interaction and qualitative research. By relying on this interdisciplinary background, Laurel made significant contributions to our understanding of the design and development of games as a medium for emotional rehearsal and storytelling. Additionally, her dedication to research-informed design has had a longstanding impact as companies and designers increasingly rely on audience research and metrics to shape their practices. The newest in Bloomsbury's Influential Video Game Designers series, Carly Kocurek highlights the contributions of a designer whose work has had a profound impact on the development of both games for girls and empathy games"... "Offers insight into the early development of the games for girls movement of the 1990s and the lasting impact of Brenda Laurel's game design breakthroughs"...

     

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  11. Hideo Kojima
    progressive game design from Metal gear to Death stranding
    Erschienen: 2023
    Verlag:  Bloomsbury Academic, New York ; London

    "An exploration of the influential work of Hideo Kojima, creator of cinematic titles such as the blockbuster Metal Gear Solid franchise, which has moved over 50 million units globally, as well as Snatcher, Policenauts, and Death Stranding. As the... mehr

    Universitätsbibliothek Bayreuth
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Bayerische Staatsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universitätsbibliothek Regensburg
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    "An exploration of the influential work of Hideo Kojima, creator of cinematic titles such as the blockbuster Metal Gear Solid franchise, which has moved over 50 million units globally, as well as Snatcher, Policenauts, and Death Stranding. As the architect of the Metal Gear Solid franchise, Kojima is synonymous with the "stealth game" genre, where tension and excitement is created from players avoiding enemies rather than confronting them. Through the franchise, Kojima also helped to bridge the gap between games and other forms of media, arguing that games could be deep experiences that unearthed complex emotions from players on the same level as films or novels. Drawing on archives of interviews in English and Japanese with Kojima and his team, as well as academic discourses of social/political games and cinematic narrative/world-building, this book examines Kojima's progressive game design as it applies to four key areas: socially-relevant narratives, cinematic aesthetics, thematically-connected systems, and reflexive spaces."

     

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    Volltext (URL des Erstveröffentlichers)
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9798765101674; 9798765101650; 9798765101667
    Weitere Identifier:
    RVK Klassifikation: AP 15963 ; AP 15932
    Schriftenreihe: Influential video game designers
    Schlagworte: Video game designers; Video games; Spieleentwicklung; Computerspiel; Intermedialität
    Weitere Schlagworte: Kojima, Hideo (1963-); Kojima, Hideo (1963-); Computer games design; Individual designers; Media studies
    Umfang: 1 Online-Ressource (240 Seiten), Illustrationen
  12. Hideo Kojima
    Progressive Game Design from Metal Gear to Death Stranding
    Erschienen: 2023; ©2023
    Verlag:  Bloomsbury Academic & Professional, New York

    Technische Universität München, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Online
    RVK Klassifikation: AP 15963 ; AP 15932
    Auflage/Ausgabe: 1st ed
    Schriftenreihe: Influential Video Game Designers Series
    Schlagworte: Video game designers; Video games; Spieleentwicklung; Computerspiel; Intermedialität
    Weitere Schlagworte: Kojima, Hideo (1963-); Kojima, Hideo (1963-)
    Umfang: 1 Online-Ressource, Illustrationen
    Bemerkung(en):

    Description based on publisher supplied metadata and other sources

  13. Hideo Kojima
    progressive game design from "Metal Gear" to "Death Stranding"
    Erschienen: 2023
    Verlag:  Bloomsbury Academic, New York ; London ; Oxford ; New Delhi ; Sydney

    Universitätsbibliothek Regensburg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9798765101681; 9798765101698
    RVK Klassifikation: AP 15963 ; AP 15932
    Schriftenreihe: Influential video game designers
    Schlagworte: Video game designers; Video games; Spieleentwicklung; Computerspiel; Intermedialität
    Weitere Schlagworte: Kojima, Hideo (1963-); Kojima, Hideo (1963-)
    Umfang: xiii, 220 Seiten, Illustrationen
  14. Brenda Laurel
    pioneering games for girls
    Erschienen: 2017
    Verlag:  Bloomsbury Academic, New York ; London ; Oxford ; New Dehli ; Sydney

    "Brenda Laurel is best known for her work with Purple Moon, the pioneering game company she cofounded in the 1990s. Purple Moon's games were based on years of research Laurel completed in an effort to understand why computer games seemed to be of so... mehr

    Freie Universität Berlin, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    "Brenda Laurel is best known for her work with Purple Moon, the pioneering game company she cofounded in the 1990s. Purple Moon's games were based on years of research Laurel completed in an effort to understand why computer games seemed to be of so little interest to girls. Using diverse archival sources such as trade journals, newspapers, and recorded interviews, alongside Laurel's completed games and own writings and an original interview with Laurel herself, this volume offers insight into both the early development of the games for girls movement of the 1990s and the lasting impact of Laurel's game design breakthroughs. In her work with Purple Moon, Laurel drew on her background in theatre as well as her expertise in human computer interaction and qualitative research. By relying on this interdisciplinary background, Laurel made significant contributions to our understanding of the design and development of games as a medium for emotional rehearsal and storytelling. Additionally, her dedication to research-informed design has had a longstanding impact as companies and designers increasingly rely on audience research and metrics to shape their practices. The newest in Bloomsbury's Influential Video Game Designers series, Carly Kocurek highlights the contributions of a designer whose work has had a profound impact on the development of both games for girls and empathy games"... "Offers insight into the early development of the games for girls movement of the 1990s and the lasting impact of Brenda Laurel's game design breakthroughs"...

     

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  15. Hideo Kojima
    progressive game design from "Metal Gear" to "Death Stranding"
    Erschienen: 2023
    Verlag:  Bloomsbury Academic, New York ; London ; Oxford ; New Delhi ; Sydney

    Freie Universität Berlin, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Philologische Bibliothek, FU Berlin
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9798765101681; 9798765101698
    RVK Klassifikation: AP 15963 ; AP 15932
    Schriftenreihe: Influential video game designers
    Schlagworte: Video game designers; Video games; Spieleentwicklung; Computerspiel; Intermedialität
    Weitere Schlagworte: Kojima, Hideo (1963-); Kojima, Hideo (1963-)
    Umfang: xiii, 220 Seiten, Illustrationen
  16. Tomorrow, and tomorrow, and tomorrow
    Erschienen: 2023
    Verlag:  Vintage, London

    On a bitter-cold day, in the December of his junior year at Harvard, Sam Masur exits a subway car and sees, amid the hordes of people waiting on the platform, Sadie Green. He calls her name. For a moment, she pretends she hasn't heard him, but then,... mehr

    Staats- und Universitätsbibliothek Bremen
    a ang 957 zev 3/550
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Leipziger Städtische Bibliotheken, Zentralbibliothek
    keine Fernleihe
    Universitätsbibliothek Leipzig
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universitätsbibliothek Mannheim
    500 HV 98000 Z63 T661
    keine Fernleihe

     

    On a bitter-cold day, in the December of his junior year at Harvard, Sam Masur exits a subway car and sees, amid the hordes of people waiting on the platform, Sadie Green. He calls her name. For a moment, she pretends she hasn't heard him, but then, she turns, and a game begins: a legendary collaboration that will launch them to stardom. These friends, intimates since childhood, borrow money, beg favours, and, before even graduating college, they have created their first blockbuster, Ichigo. Overnight, the world is theirs. Not even twenty-five years old, Sam and Sadie are brilliant, successful, and rich, but these qualities won't protect them from their own creative ambitions or the betrayals of their hearts. Spanning thirty years, from Cambridge, Massachusetts, to Venice Beach, California, and lands in between and far beyond, Gabrielle Zevin's Tomorrow, and Tomorrow, and Tomorrow is a dazzling and intricately imagined novel that examines the multifarious nature of identity, disability, failure, the redemptive possibilities in play, and above all, our need to connect: to be loved and to love. Yes, it is a love story, but it is not one you have read before

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9781529115543
    RVK Klassifikation: HV 98000
    Schlagworte: Belonging (Social psychology); Video game designers; Video games; Friendship; Success in business; Ambition; Interpersonal relations; Appartenance (Psychologie sociale) - Romans, nouvelles, etc; Développeurs de jeux vidéo - Romans, nouvelles, etc; Amitié - Romans, nouvelles, etc; Succès dans les affaires - Romans, nouvelles, etc; Ambition - Romans, nouvelles, etc; Ambition; Belonging (Social psychology); Friendship; Interpersonal relations; Success in business; Video game designers; Video games; Fiction; Romance fiction; Novels; Romans
    Umfang: 482 Seiten, 20 cm
    Bemerkung(en):

    Includes bibliographical references

    Sick kids -- Influences -- Unfair games -- Both sides -- Pivots -- Marriages -- The NPC -- Our infinite days -- Pioneers -- Freights and grooves.

  17. Brenda Laurel
    pioneering games for girls
    Erschienen: 2017
    Verlag:  Bloomsbury Academic & Professional, New York

    Cover -- Contents -- List of Figures -- List of Tables -- Preface from the Series Editors -- Foreword -- Acknowledgments -- 1 Introduction -- 2 "Even if it Meant Shipping Products in Pink Boxes": Research-driven Design -- 3 Aristotle and HCI:... mehr

    Hochschule für Wirtschaft und Umwelt Nürtingen-Geislingen, Bibliothek Nürtingen
    eBook ProQuest
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    Cover -- Contents -- List of Figures -- List of Tables -- Preface from the Series Editors -- Foreword -- Acknowledgments -- 1 Introduction -- 2 "Even if it Meant Shipping Products in Pink Boxes": Research-driven Design -- 3 Aristotle and HCI: Computers as Theatre in Theory and Practice -- 4 "Friendship Adventures for Girls": A Pre-History of Emotion Games -- 5 In Her Own Words -- 6 Conclusion: The Dangers of Being a Crash Dummy -- Gameography -- Works Cited -- Index

     

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    Volltext (lizenzpflichtig)
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781501319808
    RVK Klassifikation: AP 15860
    Schriftenreihe: Influential Video Game Designers Ser
    Influential Video Game Designers Ser.
    Schlagworte: Video games for women - Authorship; Video game designers--United States--Biography; Laurel, Brenda; Women video game designers; Video game designers ; United States ; Biography; Video game designers; Electronic books
    Umfang: 1 online resource (185 pages).