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Ready player two : women gamers and designed identity

Author: Shira Chess
Publisher: Minneapolis, MN : University of Minnesota Press, 2017
Edition/Format:   Print book : EnglishView all editions and formats
Summary:
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 -- specifically marketed to women -- the video game industry is now a major part of imagining what femininity  Read more...
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Document Type: Book
All Authors / Contributors: Shira Chess
ISBN: 9781517900687 1517900689 9781517900694 1517900697
OCLC Number: 1016879802
Description: xiii, 223 pages : illustrations ; 22 cm
Contents: Introduction: contextualizing player two --
Playing with identity --
Playing with time --
Playing with emotions --
Playing with consumption --
Playing with bodies --
Conclusion: the playful is political
Responsibility: Shira Chess

Abstract:

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 -- specifically marketed to women -- the video game 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 assumptions implicit in video games designed for women and their impact on gaming culture and the larger society. With Player Two, the video game industry has designed specifically for the feminine ideal: white, middle class, heterosexual, cisgendered, and abled. Drawing on categories from time management and caregiving to social networking, consumptions, and bodies, Chess examines how games have been engineered to shape normative ideas about women and leisure"

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"Discussing why women play what we play, and how we are understood as players, pushes the industry to treat women not as a genre, but a diverse audience. Ready Player Two moves us closer to the Read more...

 
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