Gender Divide And The Computer Game Industry

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Gender Divide and the Computer Game Industry

Author : Prescott, Julie
Publisher : IGI Global
Page : 321 pages
File Size : 51,8 Mb
Release : 2013-09-30
Category : Social Science
ISBN : 9781466645356

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Gender Divide and the Computer Game Industry by Prescott, Julie Pdf

"This book takes a look at the games industry from a gendered perspective and highlights the variety of ways in which women remain underrepresented in this industry"--Provided by publisher.

Gender Considerations and Influence in the Digital Media and Gaming Industry

Author : Prescott, Julie
Publisher : IGI Global
Page : 357 pages
File Size : 54,9 Mb
Release : 2014-06-30
Category : Social Science
ISBN : 9781466661431

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Gender Considerations and Influence in the Digital Media and Gaming Industry by Prescott, Julie Pdf

Occupational segregation is an important issue and can be detrimental to women. There is a strong need for more women in science, engineering, and information technology, which are traditionally male dominated fields. Female representation in the computer gaming industry is a potential way to increase the presence of women in other computer-related fields. Gender Considerations and Influence in the Digital Media and Gaming Industry provides a collection of high-quality empirical studies and personal experiences of women working in male-dominated fields with a particular focus on the media and gaming industries. Providing insight on best methods for attracting and retaining women in these fields, this volume is a valuable reference for executives and members of professional bodies who wish to encourage women in their career progression.

Cases on the Societal Effects of Persuasive Games

Author : Ruggiero, Dana
Publisher : IGI Global
Page : 345 pages
File Size : 42,8 Mb
Release : 2014-06-30
Category : Technology & Engineering
ISBN : 9781466662070

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Cases on the Societal Effects of Persuasive Games by Ruggiero, Dana Pdf

"This book investigates the connection between multimedia technologies and game-based learning for an improved understanding of the impact and effectiveness of serious games in modern societies, offering examples from the fields of education, business, healthcare, and more"--Provided by publisher.

Hot Tubs and Pac-Man

Author : Anne Ladyem McDivitt
Publisher : Walter de Gruyter GmbH & Co KG
Page : 148 pages
File Size : 49,5 Mb
Release : 2020-10-12
Category : History
ISBN : 9783110668575

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Hot Tubs and Pac-Man by Anne Ladyem McDivitt Pdf

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.

Women of Ice and Fire

Author : Anne Gjelsvik,Rikke Schubart
Publisher : Bloomsbury Publishing USA
Page : 288 pages
File Size : 48,8 Mb
Release : 2016-04-07
Category : Performing Arts
ISBN : 9781501302916

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Women of Ice and Fire by Anne Gjelsvik,Rikke Schubart Pdf

George R.R. Martin's acclaimed seven-book fantasy series A Song of Ice and Fire is unique for its strong and multi-faceted female protagonists, from teen queen Daenerys, scheming Queen Cersei, child avenger Arya, knight Brienne, Red Witch Melisandre, and many more. The Game of Thrones universe challenges, exploits, yet also changes how we think of women and gender, not only in fantasy, but in Western culture in general. Divided into three sections addressing questions of adaptation from novel to television, female characters, and politics and female audience engagement within the GoT universe, the interdisciplinary and international lineup of contributors analyze gender in relation to female characters and topics such as genre, sex, violence, adaptation, as well as fan reviews. The genre of fantasy was once considered a primarily male territory with male heroes. Women of Ice and Fire shows how the GoT universe challenges, exploits, and reimagines gender and why it holds strong appeal to female readers, audiences, and online participants.

Gamification: Concepts, Methodologies, Tools, and Applications

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 2211 pages
File Size : 54,5 Mb
Release : 2015-03-31
Category : Computers
ISBN : 9781466682016

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Gamification: Concepts, Methodologies, Tools, and Applications by Management Association, Information Resources Pdf

Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.

Playing Utopia

Author : Benjamin Beil,Gundolf S. Freyermuth,Hanns Christian Schmidt
Publisher : transcript Verlag
Page : 333 pages
File Size : 49,6 Mb
Release : 2019-11-30
Category : Social Science
ISBN : 9783839450505

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Playing Utopia by Benjamin Beil,Gundolf S. Freyermuth,Hanns Christian Schmidt Pdf

Media narratives inform our ideas of the future - and Games are currently making a significant contribution to this medial reservoir. On the one hand, Games demonstrate a particular propensity for fantastic and futuristic scenarios. On the other hand, they often serve as an experimental field for the latest media technologies. However, while dystopias are part of the standard gaming repertoire, Games feature utopias much less frequently. Why? This anthology examines playful utopias from two perspectives. It investigates utopias in digital Games as well as utopias of the digital game; that is, the role of ludic elements in scenarios of the future.

Cultures of Computer Game Concerns

Author : Estrid Sörensen
Publisher : transcript Verlag
Page : 359 pages
File Size : 48,9 Mb
Release : 2018-05-31
Category : Social Science
ISBN : 9783839439340

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Cultures of Computer Game Concerns by Estrid Sörensen Pdf

The same computer games are played by youths all over the world, and worldwide games become matters of concern in relation to children: worries rise about addiction, violence, education, time, and economy. Yet, these concerns vary depending upon where they are situated: in families, legal contexts, industry or science. They also play out differently across countries and cultures. This situated nature of computer game concerns is generally neglected. Not in this book: It gives a detailed mosaic of the complex and multiple everyday realities of computer game concerns in relation to children, as they are variably situated throughout society and across cultures.

New Perspectives on the Social Aspects of Digital Gaming

Author : Rachel Kowert,Thorsten Quandt
Publisher : Routledge
Page : 210 pages
File Size : 51,9 Mb
Release : 2017-02-10
Category : Social Science
ISBN : 9781317243625

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New Perspectives on the Social Aspects of Digital Gaming by Rachel Kowert,Thorsten Quandt Pdf

Expanding on the work in the volume Multiplayer, this new book explores several other areas related to social gaming in detail. The aim is to go beyond a typical "edited book" concept, and offer a very concise volume with several focal points that are most relevant for the current debate about multiplayer games, both in academia and society. As a result, the volume offers the latest research findings on online gaming, social forms of gaming, identification, gender issues and games for change, primarily applying a social-scientific approach.

Woke Gaming

Author : Kishonna L. Gray,David J. Leonard
Publisher : University of Washington Press
Page : 280 pages
File Size : 51,5 Mb
Release : 2018-11-04
Category : Social Science
ISBN : 9780295744193

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Woke Gaming by Kishonna L. Gray,David J. Leonard Pdf

From #Gamergate to the 2016 election, to the daily experiences of marginalized perspectives, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole. Drawing from groundbreaking research on counter and oppositional gaming and from popular games such as World of Warcraft and Tomb Raider, Woke Gaming examines resistance to problematic spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays seek to identify strategies to detox gaming culture and orient players and gamers toward progressive ends. From Anna Anthropy�s Keep Me Occupied to Momo Pixel�s Hair, Nah, video games can reveal the power and potential for marginalized communities to resist, and otherwise challenge dehumanizing representations inside and outside of game spaces. In a moment of #MeToo, #BlackLivesMatter, and efforts to transform current political realities, Woke Gaming illustrates the power and potential of video games to foster change and become a catalyst for social justice.

Virtual History

Author : A. Martin Wainwright
Publisher : Routledge
Page : 222 pages
File Size : 54,8 Mb
Release : 2019-06-28
Category : History
ISBN : 9781351653374

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Virtual History by A. Martin Wainwright Pdf

Virtual History examines many of the most popular historical video games released over the last decade and explores their portrayal of history. The book looks at the motives and perspectives of game designers and marketers, as well as the societal expectations addressed, through contingency and determinism, economics, the environment, culture, ethnicity, gender, and violence. Approaching videogames as a compelling art form that can simultaneously inform and mislead, the book considers the historical accuracy of videogames, while also exploring how they depict the underlying processes of history and highlighting their strengths as tools for understanding history. The first survey of the historical content and approach of popular videogames designed with students in mind, it argues that games can depict history and engage players with it in a useful way, encouraging the reader to consider the games they play from a different perspective. Supported by examples and screenshots that contextualize the discussion, Virtual History is a useful resource for students of media and world history as well as those focusing on the portrayal of history through the medium of videogames.

Cross-Cultural Design. Culture and Society

Author : Pei-Luen Patrick Rau
Publisher : Springer
Page : 507 pages
File Size : 52,7 Mb
Release : 2019-07-10
Category : Computers
ISBN : 9783030225803

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Cross-Cultural Design. Culture and Society by Pei-Luen Patrick Rau Pdf

This two-volume set LNCS 11576 and 11577 constitutes the thoroughly refereed proceedings of the 11th International Conference on Cross-Cultural Design, CCD 2019, which was held as part of the 21st HCI International Conference, HCII 2019, in Orlando, FL, USA, in July 2019. The total of 1275 papers and 209 posters included in the 35 HCII 2019 proceedings volumes were carefully reviewed and selected from 5029 submissions. CCD 2019 includes a total of 80 papers; they were organized in topical sections named: Part I, Methods, Tools and User Experience: Cross-cultural design methods and tools; culture-based design; cross-cultural user experience; cultural differences, usability and design; aesthetics and mindfulness. Part II, Culture and Society: Cultural products; experiences and creativity; design for social change and development; cross-cultural product and service design; intercultural learning.

Computer Games

Author : Diane Carr
Publisher : Polity
Page : 219 pages
File Size : 50,7 Mb
Release : 2006-03-31
Category : Computers
ISBN : 9780745634012

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Computer Games by Diane Carr Pdf

Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role-playing and action-adventure games. It combines methods of textual analysis and audience research, showing how the combination of such methods can give a more complete picture of these playable texts and the fan cultures they generate. Clearly written and engaging, it will be a key text for students in the field and for all those with an interest in taking games seriously.

Women in IT in the New Social Era: A Critical Evidence-Based Review of Gender Inequality and the Potential for Change

Author : Bernhardt, Sonja
Publisher : IGI Global
Page : 274 pages
File Size : 46,8 Mb
Release : 2014-03-31
Category : Business & Economics
ISBN : 9781466658615

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Women in IT in the New Social Era: A Critical Evidence-Based Review of Gender Inequality and the Potential for Change by Bernhardt, Sonja Pdf

Research and statistics support the view that current programs are failing to keep women in the ICT field. Currently, there exist very few solutions to this growing problem. Women in IT in the New Social Era: A Critical Evidence-Based Review of Gender Inequality and the Potential for Change aims to bring this topic to the forefront of discussion about what can be done to correct this lopsided gender distribution. This reference work will be an essential guide for government professionals, students, and researchers in the ICT field looking to develop a solution to equalize the retention rate of women in these related fields.

Challenges Facing Female Department Chairs in Contemporary Higher Education: Emerging Research and Opportunities

Author : Schnackenberg, Heidi L.,Simard, Denise A.
Publisher : IGI Global
Page : 90 pages
File Size : 41,9 Mb
Release : 2016-12-12
Category : Education
ISBN : 9781522518921

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Challenges Facing Female Department Chairs in Contemporary Higher Education: Emerging Research and Opportunities by Schnackenberg, Heidi L.,Simard, Denise A. Pdf

Gender and diversity is a crucial area that requires more attention in multiple academic settings. As more women progress into leadership positions in academia, it becomes necessary to develop solutions geared specifically toward success for females in such environments. Challenges Facing Female Department Chairs in Contemporary Higher Education: Emerging Research and Opportunities is a key source on the latest challenges and opportunities for women heading academic departments in university settings, exploring the support available to female department chairs, and first-hand experiences and lessons learned in field. Featuring extensive coverage across a range of relevant perspectives and topics, such as gender challenges, management techniques, and professional development, this book is a critical source for academics, practitioners, and researchers.