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  1. Hot Tubs and Pac-Man
    Gender and the Early Video Game Industry in the United States (1950s–1980s)
    Published: [2020]; © 2020
    Publisher:  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... more

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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)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783110668575
    Other identifier:
    Series: Video Games and the Humanities ; Band 1
    Subjects: 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
    Scope: 1 Online-Ressource (XII, 136 Seiten)
  2. Hot Tubs and Pac-Man
    Gender and the Early Video Game Industry in the United States (1950s–1980s)
    Published: [2020]; © 2020
    Publisher:  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... more

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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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    Content information
    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783110668575
    Other identifier:
    Series: Video Games and the Humanities ; Band 1
    Subjects: 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
    Scope: 1 Online-Ressource (XII, 136 Seiten)
  3. Hot Tubs and Pac-Man
    Gender and the Early Video Game Industry in the United States (1950s–1980s)
    Published: [2020]; ©2020
    Publisher:  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... more

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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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    Content information
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783110668575
    Other identifier:
    Series: Video Games and the Humanities ; 1
    Other subjects: Video games industry / History / 20th century; Women video game designers / History / 20th century; Women video gamers / History / 20th century; Gender studies; Geschlechterforschung; Pac Men; United States of America; Vereinigte Staaten von Amerika; Video games; Videospiele; HISTORY / Study & Teaching
    Scope: 1 online resource (XII, 136 p.)
  4. Hot Tubs and Pac-Man
    Gender and the Early Video Game Industry in the United States (1950s–1980s)
    Published: [2020]; ©2020
    Publisher:  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... more

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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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  5. Hot Tubs and Pac-Man
    gender and the early video game industry in the United States (1950s-1980s)
    Published: [2020]; © 2020
    Publisher:  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... more

     

    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 to reference management software   RIS file
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783110668575
    Other identifier:
    Series: Video games and the humanities ; volume 1
    Subjects: 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
    Scope: 1 Online-Ressource (VIII, 136 Seiten), Illustrationen