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  1. Play like a feminist
    Autor*in: Chess, Shira
    Erschienen: [2020]; © 2020
    Verlag:  The MIT Press, Cambridge, Massachusetts

    An important new voice provides a riveting look at why video games need feminism and why all of us should make space for more play in our lives. "You play like a girl": it's meant to be an insult, accusing a player of subpar, un-fun playing. If... mehr

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    Universität Konstanz, Kommunikations-, Informations-, Medienzentrum (KIM)
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    Universitätsbibliothek Osnabrück
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    An important new voice provides a riveting look at why video games need feminism and why all of us should make space for more play in our lives. "You play like a girl": it's meant to be an insult, accusing a player of subpar, un-fun playing. If you're a girl, and you grow up, do you "play like a woman"--whatever that means' In this provocative and enlightening book, Shira Chess urges us to play like feminists. Furthermore, she urges us to play video games like feminists. Playing like a feminist is empowering and disruptive; it exceeds the boundaries of gender yet still advocates for gender equality. Feminism need video games as much as video games need feminism.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262360449; 9780262360432
    Schlagworte: Feminism and video games; Women video gamers; Video games; Women; Feminism and video games; Women video gamers; Video games ; Social aspects; Women ; Recreation ; Social aspects
    Umfang: 1 Online-Ressource [101 Seiten]
  2. Play like a feminist
    Autor*in: Chess, Shira
    Erschienen: [2020]; © 2020
    Verlag:  The MIT Press, Cambridge, Massachusetts

    Introduction: Why feminism and why play? -- Playing like a girl -- PWNing leisure -- Play to protest -- Gaming feminism -- Gaming in circles -- Conclusion: Play more. "Play Like a Feminist discusses how play, in a general sense, and video games, more... mehr

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    10 A 105252
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    A 2020/4997
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    Universitätsbibliothek Hildesheim
    TFF 887 : C33
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    AP 15963 C524 P7
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    UB Weimar
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    Introduction: Why feminism and why play? -- Playing like a girl -- PWNing leisure -- Play to protest -- Gaming feminism -- Gaming in circles -- Conclusion: Play more. "Play Like a Feminist discusses how play, in a general sense, and video games, more specifically, are of vital importance to feminist thinking"--

     

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    Quelle: Staatsbibliothek zu Berlin
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9780262044387
    Schriftenreihe: Playful thinking
    Schlagworte: Feminism and video games; Women video gamers; Video games; Women
    Umfang: xvi, 165 Seiten
    Bemerkung(en):

    Includes bibliographical references and index

  3. Hot Tubs and Pac-Man
    Gender and the Early Video Game Industry in the United States (1950s–1980s)
    Erschienen: [2020]; © 2020
    Verlag:  De Gruyter Oldenbourg, München ; Wien

    This work looks at the gendered nature of the US video gaming industry. Although there were attempts to incorporate women into development roles and market towards them as players, the creation of video games and the industry began in a world... mehr

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    Brandenburgische Technische Universität Cottbus - Senftenberg, Universitätsbibliothek
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    Universität Potsdam, Universitätsbibliothek
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    This work looks at the gendered nature of the US video gaming industry. Although there were attempts to incorporate women into development roles and market towards them as players, the creation of video games and the industry began in a world strongly gendered male. The early 1980s saw a blip of hope that the counter-cultural industry focused on fun would begin to include women, but after the video game industry crash, this free-wheeling freedom of the industry ended along with the beginnings of the inclusion of women. Many of the threads that began in the early years continued or have parallels with the modern video game industry. The industry continues to struggle with gender relations in the workplace and with the strongly gendered male demographic that the industry perceives as its main market

     

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    Volltext (URL des Erstveröffentlichers)
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783110668575
    Weitere Identifier:
    Schriftenreihe: Video Games and the Humanities ; Band 1
    Schlagworte: Gender studies; Geschlechterforschung; Pac Men; United States of America; Vereinigte Staaten von Amerika; Video games; Videospiele; HISTORY / Study & Teaching; Video games industry; Women video game designers; Women video gamers
    Umfang: 1 Online-Ressource (XII, 136 Seiten)
  4. Women in gaming
    100 professionals of play
    Autor*in: Marie, Meagan
    Erschienen: [2018]
    Verlag:  Prima Games, Indianapolis, IN

    Universitäts- und Landesbibliothek Münster
    3K 81874
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9780744019537
    Schlagworte: Electronic games industry; Women computer programmers; Voice actors and actresses; Women video gamers; Computerspielindustrie; Frau
    Umfang: 352 Seiten, Illustrationen
  5. Hot Tubs and Pac-Man
    Gender and the Early Video Game Industry in the United States (1950s–1980s)
    Erschienen: [2020]; © 2020
    Verlag:  De Gruyter Oldenbourg, München ; Wien

    This work looks at the gendered nature of the US video gaming industry. Although there were attempts to incorporate women into development roles and market towards them as players, the creation of video games and the industry began in a world... mehr

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    TH-AB - Technische Hochschule Aschaffenburg, Hochschulbibliothek
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    Universitätsbibliothek Passau
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    This work looks at the gendered nature of the US video gaming industry. Although there were attempts to incorporate women into development roles and market towards them as players, the creation of video games and the industry began in a world strongly gendered male. The early 1980s saw a blip of hope that the counter-cultural industry focused on fun would begin to include women, but after the video game industry crash, this free-wheeling freedom of the industry ended along with the beginnings of the inclusion of women. Many of the threads that began in the early years continued or have parallels with the modern video game industry. The industry continues to struggle with gender relations in the workplace and with the strongly gendered male demographic that the industry perceives as its main market

     

    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: 9783110668575
    Weitere Identifier:
    Schriftenreihe: Video Games and the Humanities ; Band 1
    Schlagworte: Gender studies; Geschlechterforschung; Pac Men; United States of America; Vereinigte Staaten von Amerika; Video games; Videospiele; HISTORY / Study & Teaching; Video games industry; Women video game designers; Women video gamers; Geschlechterrolle; Videospielemarkt
    Umfang: 1 Online-Ressource (XII, 136 Seiten)
  6. Hot Tubs and Pac-Man
    gender and the early video game industry in the United States (1950s-1980s)
    Erschienen: [2020]; © 2020
    Verlag:  De Gruyter Oldenbourg, München

    This work looks at the gendered nature of the US video gaming industry. Although there were attempts to incorporate women into development roles and market towards them as players, the creation of video games and the industry began in a world... mehr

     

    This work looks at the gendered nature of the US video gaming industry. Although there were attempts to incorporate women into development roles and market towards them as players, the creation of video games and the industry began in a world strongly gendered male. The early 1980s saw a blip of hope that the counter-cultural industry focused on fun would begin to include women, but after the video game industry crash, this free-wheeling freedom of the industry ended along with the beginnings of the inclusion of women. Many of the threads that began in the early years continued or have parallels with the modern video game industry. The industry continues to struggle with gender relations in the workplace and with the strongly gendered male demographic that the industry perceives as its main market

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783110668575
    Weitere Identifier:
    Schriftenreihe: Video games and the humanities ; volume 1
    Schlagworte: Gender studies; Geschlechterforschung; Pac Men; United States of America; Vereinigte Staaten von Amerika; Video games; Videospiele; HISTORY / Study & Teaching; Video games industry; Women video game designers; Women video gamers
    Umfang: 1 Online-Ressource (VIII, 136 Seiten), Illustrationen
  7. Women in gaming
    100 professionals of play
    Autor*in: Marie, Meagan
    Erschienen: [2018]
    Verlag:  Prima Games, Indianapolis, IN

    Universitäts- und Landesbibliothek Münster, Zentralbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9780744019537
    Schlagworte: Electronic games industry; Women computer programmers; Voice actors and actresses; Women video gamers
    Umfang: 352 Seiten, Illustrationen
  8. Gaming sexism
    gender and identity in the era of casual video games
    Autor*in: Cote, Amanda C.
    Erschienen: [2020]; © 2020
    Verlag:  New York University Press, New York

    Frontmatter -- Contents -- Introduction Diversification and Resistance in Gaming’s Casualized Era -- 1 Core and the Video Game Industry -- 2 Tits, Tokenism, and Trash- Talk -- 3 Girly Games and Girl Gamers -- 4 Already Core -- 5 Strategies for Play... mehr

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    Staats- und Universitätsbibliothek Bremen
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    Technische Universität Chemnitz, Universitätsbibliothek
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    Sächsische Landesbibliothek - Staats- und Universitätsbibliothek Dresden
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    Zentrale Hochschulbibliothek Flensburg
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    Technische Universität Bergakademie Freiberg, Bibliothek 'Georgius Agricola'
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    Universitätsbibliothek Greifswald
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    Universitäts- und Landesbibliothek Sachsen-Anhalt / Zentrale
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    HafenCity Universität Hamburg, Bibliothek
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    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
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    Hochschule für Angewandte Wissenschaften Hamburg, Hochschulinformations- und Bibliotheksservice (HIBS), Fachbibliothek Technik, Wirtschaft, Informatik
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    Technische Universität Hamburg, Universitätsbibliothek
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    Gottfried Wilhelm Leibniz Bibliothek - Niedersächsische Landesbibliothek
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    eBook de Gruyter
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    Bibliotheks-und Informationssystem der Carl von Ossietzky Universität Oldenburg (BIS)
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    Jade Hochschule Wilhelmshaven/Oldenburg/Elsfleth, Campus Oldenburg, Bibliothek
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    Jade Hochschule Wilhelmshaven/Oldenburg/Elsfleth, Campus Elsfleth, Bibliothek
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    Hochschulbibliothek Pforzheim, Bereichsbibliothek Technik und Wirtschaft
    eBook de Gruyter
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    Universitätsbibliothek der Eberhard Karls Universität
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    Universitätsbibliothek der Eberhard Karls Universität
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    Jade Hochschule Wilhelmshaven/Oldenburg/Elsfleth, Campus Wilhelmshaven, Bibliothek
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    Hochschule Zittau / Görlitz, Hochschulbibliothek
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    Frontmatter -- Contents -- Introduction Diversification and Resistance in Gaming’s Casualized Era -- 1 Core and the Video Game Industry -- 2 Tits, Tokenism, and Trash- Talk -- 3 Girly Games and Girl Gamers -- 4 Already Core -- 5 Strategies for Play -- 6 In the Aftermath -- Conclusion The Battle Continues -- Acknowledgments -- Appendix Research Methods -- Gameography -- Notes -- Bibliography -- Index -- About the Author Interviews with female gamers about structural sexism across the gaming landscapeWhen 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

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781479802210
    Weitere Identifier:
    RVK Klassifikation: AP 15963 ; MS 3200 ; AP 59600
    Schlagworte: Gender identity; Identity (Psychology); Video games; Sex role; Video games industry; Identity (Psychology); Women video gamers; SOCIAL SCIENCE / Media Studies
    Umfang: 1 Online-Ressource (265 Seiten)
  9. Play like a feminist
    Autor*in: Chess, Shira
    Erschienen: [2020]; © 2020
    Verlag:  The MIT Press, Cambridge, Massachusetts

    Introduction: Why feminism and why play? -- Playing like a girl -- PWNing leisure -- Play to protest -- Gaming feminism -- Gaming in circles -- Conclusion: Play more. "Play Like a Feminist discusses how play, in a general sense, and video games, more... mehr

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

     

    Introduction: Why feminism and why play? -- Playing like a girl -- PWNing leisure -- Play to protest -- Gaming feminism -- Gaming in circles -- Conclusion: Play more. "Play Like a Feminist discusses how play, in a general sense, and video games, more specifically, are of vital importance to feminist thinking"--

     

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    Quelle: Staatsbibliothek zu Berlin
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9780262044387
    Schriftenreihe: Playful thinking
    Schlagworte: Feminism and video games; Women video gamers; Video games; Women
    Umfang: xvi, 165 Seiten
    Bemerkung(en):

    Includes bibliographical references and index

  10. Gaming sexism
    gender and identity in the era of casual video games
    Autor*in: Cote, Amanda C.
    Erschienen: 2021
    Verlag:  New York University Press, New York ; Oxford University Press, Oxford

    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... mehr

    Universitätsbibliothek Kassel, Landesbibliothek und Murhardsche Bibliothek der Stadt Kassel
    keine Fernleihe

     

    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. 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.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781479802210
    Weitere Identifier:
    RVK Klassifikation: AP 15963 ; AP 59600 ; MS 3200
    Schriftenreihe: NYU scholarship online
    Schlagworte: Videospiel; Computerspiel; Computerspielindustrie; Sexismus; Geschlechtsidentität; Women video gamers; Sex role; Video games; Video games industry
    Umfang: 1 Online-Ressource (280 pages), Illustrations (black and white).
    Bemerkung(en):

    Previously issued in print: 2020

    Includes bibliographical references, gameography and index