Women In Classical Video Games

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Women in Classical Video Games

Author : Jane Draycott,Kate Cook
Publisher : Bloomsbury Publishing
Page : 289 pages
File Size : 55,5 Mb
Release : 2022-08-11
Category : History
ISBN : 9781350241947

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Women in Classical Video Games by Jane Draycott,Kate Cook Pdf

Despite the prevalence of video games set in or inspired by classical antiquity, the medium has to date remained markedly understudied in the disciplines of classics and ancient history, with the role of women in these video games especially neglected. Women in Classical Video Games seeks to address this imbalance as the first book-length work of scholarship to examine the depiction of women in video games set in classical antiquity. The volume surveys the history of women in these games and the range of figures presented from the 1980s to the present, alongside discussion of issues such as historical accuracy, authenticity, gender, sexuality, monstrosity, hegemony, race and ethnicity, and the use of tropes. A wide range of games of different types and modes are discussed, including platformers, strategy games , roguelikes, MOBA, action RPGs, and story-driven romance mobile games. The detailed case studies presented here form a compelling case for the indispensability of the medium to both reception studies and gender studies, and offer nuanced answers to such questions as how and why women are portrayed in the ways that they are.

Classical Antiquity in Video Games

Author : Christian Rollinger
Publisher : Bloomsbury Publishing
Page : 312 pages
File Size : 41,5 Mb
Release : 2020-01-09
Category : History
ISBN : 9781350066649

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Classical Antiquity in Video Games by Christian Rollinger Pdf

From gaming consoles to smartphones, video games are everywhere today, including those set in historical times and particularly in the ancient world. This volume explores the varied depictions of the ancient world in video games and demonstrates the potential challenges of games for scholars as well as the applications of game engines for educational and academic purposes. With successful series such as “Assassin's Creed” or "Civilization” selling millions of copies, video games rival even television and cinema in their role in shaping younger audiences' perceptions of the past. Yet classical scholarship, though embracing other popular media as areas of research, has so far largely ignored video games as a vehicle of classical reception. This collection of essays fills this gap with a dedicated study of receptions, remediations and representations of Classical Antiquity across all electronic gaming platforms and genres. It presents cutting-edge research in classics and classical receptions, game studies and archaeogaming, adopting different perspectives and combining papers from scholars, gamers, game developers and historical consultants. In doing so, it delivers the first state-of-the-art account of both the wide array of 'ancient' video games, as well as the challenges and rewards of this new and exciting field.

Women in Game Development

Author : Jennifer Brandes Hepler
Publisher : CRC Press
Page : 317 pages
File Size : 54,8 Mb
Release : 2019-04-24
Category : Computers
ISBN : 9781000007770

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Women in Game Development by Jennifer Brandes Hepler Pdf

Videogame development is usually seen as a male dominated field; even playing videogames is often wrongly viewed as a pastime for men only. But behind the curtain, women have always played myriad important roles in gaming. From programmers to artists, designers to producers, female videogame developers endure not only the pressures of their jobs but also epic levels of harassment and hostility. Jennifer Brandes Hepler’s Women in Game Development: Breaking the Glass Level-Cap gives voice to talented and experienced female game developers from a variety of backgrounds, letting them share the passion that drives them to keep making games. Key Features Experience the unique stories of nearly two dozen female game developers, from old-school veterans to rising stars. Understand the role of women in videogames, from the earliest days of development to the present day. Hear first-hand perspectives from working professionals in fields including coding, design, art, writing, community management, production and journalism. Get tips for how to be a better ally and make your company and teams more inclusive. Learn about the obstacles you face if you’re an aspiring female developer, and how to overcome them. Meet the human face of some of the women who have endured the industry’s worst harassment... and kept on going.

Ready Player Two

Author : Shira Chess
Publisher : U of Minnesota Press
Page : 246 pages
File Size : 54,8 Mb
Release : 2017-10-01
Category : Games & Activities
ISBN : 9781452954998

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Ready Player Two by Shira Chess Pdf

Cultural stereotypes to the contrary, approximately half of all video game players are now women. A subculture once dominated by men, video games have become a form of entertainment composed of gender binaries. Supported by games such as Diner Dash, Mystery Case Files, Wii Fit, and Kim Kardashian: Hollywood—which are all specifically marketed toward women—the gamer industry is now a major part of imagining what femininity should look like. In Ready Player Two, media critic Shira Chess uses the concept of “Player Two”—the industry idealization of the female gamer—to examine the assumptions implicit in video games designed for women and how they have impacted gaming culture and the larger society. With Player Two, the video game industry has designed specifically for the feminine ideal: she is white, middle class, heterosexual, cis-gendered, and abled. Drawing on categories from time management and caregiving to social networking, consumption, and bodies, Chess examines how games have been engineered to shape normative ideas about women and leisure. Ready Player Two presents important arguments about how gamers and game developers must change their thinking about both women and games to produce better games, better audiences, and better industry practices. Ultimately, this book offers vital prescriptions for how one of our most powerful entertainment industries must evolve its ideas of women.

Ancient Greece and Rome in Videogames

Author : Ross Clare
Publisher : Bloomsbury Publishing
Page : 241 pages
File Size : 47,6 Mb
Release : 2021-06-03
Category : Games & Activities
ISBN : 9781350157217

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Ancient Greece and Rome in Videogames by Ross Clare Pdf

This volume presents an original framework for the study of video games that use visual materials and narrative conventions from ancient Greece and Rome. It focuses on the culturally rich continuum of ancient Greek and Roman games, treating them not just as representations, but as functional interactive products that require the player to interpret, communicate with and alter them. Tracking the movement of such concepts across different media, the study builds an interconnected picture of antiquity in video games within a wider transmedial environment. Ancient Greece and Rome in Videogames presents a wide array of games from several different genres, ranging from the blood-spilling violence of god-killing and gladiatorial combat to meticulous strategizing over virtual Roman Empires and often bizarre adventures in pseudo-ancient places. Readers encounter instances in which players become intimately engaged with the “epic mode” of spectacle in God of War, moments of negotiation with colonised lands in Rome: Total War and Imperium Romanum, and multi-layered narratives rich with ancient traditions in games such as Eleusis and Salammbo. The case study approach draws on close analysis of outstanding examples of the genre to uncover how both representation and gameplay function in such “ancient games”.

Women in Gaming: 100 Professionals of Play

Author : Meagan Marie
Publisher : Dorling Kindersley Ltd
Page : 354 pages
File Size : 55,8 Mb
Release : 2018-12-04
Category : History
ISBN : 9780241395066

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Women in Gaming: 100 Professionals of Play by Meagan Marie Pdf

Women in Gaming: 100 Professionals of Play is a celebration of female accomplishments in the video game industry, ranging from high-level executives to programmers to cosplayers. This insightful and celebratory book highlights women who helped to establish the industry, women who disrupted it, women who fight to diversify it, and young women who will someday lead it. Featuring household names and unsung heroes, each individual profiled is a pioneer in their own right. Key features in this book include: *100 Professionals of Play: Interviews and Special Features with 100 diverse and prominent women highlighting their impact on the gaming industry in the fields of design, programming, animation, marketing, voiceover, and many more. *Pro Tips: Practical and anecdotal advice from industry professionals for young adults working toward a career in the video game industry. *Essays: Short essays covering various topics affecting women in gaming related careers, including "Difficult Women: The Importance of Female Characters Who Go Beyond Being Strong," "NPC: On Being Unseen in the Game Dev Community," and "Motherhood and Gaming: How Motherhood Can Help Rather Than Hinder a Career." *"A Day in the Life of" Features: An inside look at a typical day in the gaming industry across several vocations, including a streamer, a voice actor, and many more.

Ancient Greece and Rome in Videogames

Author : Ross Clare
Publisher : Bloomsbury Publishing
Page : 241 pages
File Size : 46,8 Mb
Release : 2021-06-03
Category : Games & Activities
ISBN : 9781350157200

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Ancient Greece and Rome in Videogames by Ross Clare Pdf

This volume presents an original framework for the study of video games that use visual materials and narrative conventions from ancient Greece and Rome. It focuses on the culturally rich continuum of ancient Greek and Roman games, treating them not just as representations, but as functional interactive products that require the player to interpret, communicate with and alter them. Tracking the movement of such concepts across different media, the study builds an interconnected picture of antiquity in video games within a wider transmedial environment. Ancient Greece and Rome in Videogames presents a wide array of games from several different genres, ranging from the blood-spilling violence of god-killing and gladiatorial combat to meticulous strategizing over virtual Roman Empires and often bizarre adventures in pseudo-ancient places. Readers encounter instances in which players become intimately engaged with the “epic mode” of spectacle in God of War, moments of negotiation with colonised lands in Rome: Total War and Imperium Romanum, and multi-layered narratives rich with ancient traditions in games such as Eleusis and Salammbo. The case study approach draws on close analysis of outstanding examples of the genre to uncover how both representation and gameplay function in such “ancient games”.

Gamer Girls

Author : Mary Kenney
Publisher : Running Press Kids
Page : 307 pages
File Size : 53,6 Mb
Release : 2022-07-19
Category : Young Adult Nonfiction
ISBN : 9780762474554

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Gamer Girls by Mary Kenney Pdf

Discover the women behind the video games we love—the iconic games they created, the genres they invented, the studios and companies they built—and how they changed the industry forever. Women have always made video games, from the 1960s and the first-of-its-kind, projector-based Sumerian Game to the blockbuster Uncharted games that defined the early 2000s. Women have been behind the writing, design, scores, and engines that power one of the most influential industries out there. In Gamer Girls, now you can explore the stories of 25 of those women. Bursting with bold artwork, easy-to-read profiles, and real-life stories of the women working on games like Centipede, Final Fantasy, Halo, and more, this dynamic illustrated book shows what a huge role women have played—and will continue to play—in the creation of video games. With additional sidebars about other influential women in the industry, as well as a glossary and additional resources page, Gamer Girls offers a look into the work and lives of influential pixel queens such as: Roberta Williams (one of the creators of the adventure genre) Mabel Addis Mergardt (the first person to write a video game) Muriel Tramis (the French "knight" of video games) Keiko Erikawa (creator of the otome genre) Yoko Shimomura (composer for Street Fighter, Final Fantasy, and Kingdom Hearts) Rebecca Heineman (first national video game tournament champion) Danielle Bunten Berry (creator of M.U.L.E. and early advocate for multiplayer games) and more! Whether you’re a gamer girl who plays video games, a gamer girl who makes video games, or a parent raising a gamer girl, this entertaining, inspiring book will have you itching to pick up a controller or create your own video games!

Combatting Discrimination Against Women in the Gamer Community

Author : Marty Gitlin
Publisher : The Rosen Publishing Group, Inc
Page : 66 pages
File Size : 42,6 Mb
Release : 2016-07-15
Category : Juvenile Nonfiction
ISBN : 9781508171133

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Combatting Discrimination Against Women in the Gamer Community by Marty Gitlin Pdf

Discrimination in the gamer community is rampant, as evidenced by the recent GamerGate controversy. Though females make up 45 percent of all gamers, nearly 90 percent of all game designers are male. This has resulted in troubling portrayals of women in the games, which can leave lasting impressions on young people playing them. Even more serious is the abuse women face in gamer communities and as professionals in the industry. This timely resource will help teens make sense of the issues facing them when they participate in video game culture.

The Creation of iGiselle

Author : Nora Foster Stovel
Publisher : University of Alberta
Page : 206 pages
File Size : 44,7 Mb
Release : 2019-03-11
Category : Performing Arts
ISBN : 9781772124439

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The Creation of iGiselle by Nora Foster Stovel Pdf

The unusual marriage of Romantic ballet and artificial intelligence is an intriguing idea that led a team of interdisciplinary researchers to design iGiselle, a video game prototype. Scholars in the fields of literature, physical education, music, design, and computer science collaborated to revise the tragic narrative of the nineteenth-century ballet Giselle, allowing players to empower the heroine for possible ”feminine endings.” The eight interrelated chapters chronicle the origin, development, and fruition of the project. Dancers, gamers, and computer specialists will all find something original that will stimulate their respective interests. Contributors: Vadim Bulitko, Wayne DeFehr, Christina Gier, Pirkko Markula, Mark Morris, Sergio Poo Hernandez, Emilie St. Hilaire, Nora Foster Stovel, Laura Sydora

Games Girls Play

Author : Carolyn M. Cunningham
Publisher : Lexington Books
Page : 191 pages
File Size : 45,7 Mb
Release : 2020-07-06
Category : Language Arts & Disciplines
ISBN : 9781498554572

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Games Girls Play by Carolyn M. Cunningham Pdf

Games Girls Play examines the role that video games play in girls’ lives, including how games structure girls’ leisure time, how playing video games constitutes different performances of femininity, and what influences girls to play or not play video games. Through interviews, focus groups, and qualitative content analyses, this book analyzes girls’ involvement with video games. It also examines different contexts in which discourses of girls and video games occur, including girl-oriented video games, activist efforts to change the video game industry, and informal education programs that teach girls video game design.

Hot Tubs and Pac-Man

Author : Anne Ladyem McDivitt
Publisher : Walter de Gruyter GmbH & Co KG
Page : 148 pages
File Size : 46,7 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 in E-Sports

Author : Meg Marquardt
Publisher : Norwood House Press
Page : 50 pages
File Size : 46,6 Mb
Release : 2018-07-01
Category : Juvenile Nonfiction
ISBN : 9781599539669

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Women in E-Sports by Meg Marquardt Pdf

Although women are drastically underrepresented in the E-Sports industry, many are working to leave their mark on video game history. Women are making their voices heard by designing games, speaking out about the representation of women in E-Sports, and joining professional teams. Through these efforts, women can make E-Sports more inclusive for everyone.

Careers for Tech Girls in Video Game Development

Author : Laura La Bella
Publisher : The Rosen Publishing Group, Inc
Page : 82 pages
File Size : 49,5 Mb
Release : 2015-07-15
Category : Juvenile Nonfiction
ISBN : 9781499461077

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Careers for Tech Girls in Video Game Development by Laura La Bella Pdf

Women have faced an uphill climb in the male-dominated world of video game development, but that is beginning to change. Young women now make up nearly half of all gamers, and some companies are looking to expand the influence of women in the gaming industry and engage with them as creators, rather than only as consumers. This resource introduces middle and high school girls to the world of video game development, covering the kinds of courses, extracurricular activities, and organizations that can help them get into a career in video game development.

Video Girl

Author : Mandy Oviatt
Publisher : CreateSpace
Page : 44 pages
File Size : 52,9 Mb
Release : 2014-12-01
Category : Electronic
ISBN : 1505508894

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Video Girl by Mandy Oviatt Pdf

The video game industry has become one of the most rapidly growing industries over the last few decades, and in recent years, game developers have begun to recognize the female game-playing audience by having some spectacular female player and non-player characters included in their games. This book is a short examination of female characters in video games and the female game player, written with the non-video game player in mind.