Women and Video Game Modding

Women and Video Game Modding
Title Women and Video Game Modding PDF eBook
Author Bridget Whelan
Publisher McFarland
Total Pages 217
Release 2020-01-17
Genre Games & Activities
ISBN 1476638543

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The world of video games has long revolved around a subset of its player base: straight, white males aged 18-25. Highly gendered marketing in the late 1990s and early 2000s widened the gap between this perceived base and the actual diverse group who buy video games. Despite reports from the Entertainment Software Association that nearly half of gamers identify as female, many developers continue to produce content reflecting this imaginary audience. Many female gamers are in turn modifying the games. "Modders" alter the appearance of characters, rewrite scenes and epilogues, enhance or add love scenes and create fairy tale happy endings. This is a collection of new essays on the phenomenon of women and modding, focusing on such titles as Skyrim, Dragon Age, Mass Effect and The Sims. Topics include the relationship between modders and developers, the history of modding, and the relationship between modding and disability, race, sexuality and gender identity.

Women and Gaming

Women and Gaming
Title Women and Gaming PDF eBook
Author J. Gee
Publisher Springer
Total Pages 208
Release 2010-05-10
Genre Education
ISBN 0230106730

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The authors argue that women gamers, too often ignored as gamers, are in many respects leading the way in this trend towards design, cultural production, new learning communities, and the combination of technical proficiency with emotional and social intelligence.

Virtual Identities and Digital Culture

Virtual Identities and Digital Culture
Title Virtual Identities and Digital Culture PDF eBook
Author Victoria Kannen
Publisher Taylor & Francis
Total Pages 275
Release 2023-02-28
Genre Social Science
ISBN 1000843084

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Virtual Identities and Digital Culture investigates how our online identities and cultures are embedded within the digital practices of our lives, exploring how we form community, how we play, and how we re-imagine traditional media in a digital world. The collection explores a wide range of digital topics – from dating apps, microcelebrity, and hackers to auditory experiences, Netflix algorithms, and live theatre online – and builds on existing work in digital culture and identity by bringing new voices, contemporary examples, and highlighting platforms that are emerging in the field. The book speaks to the modern reality of how our digital lives have been forever altered by our transnational experiences – one of those key experiences is the pandemic, but so too is systemic inequality, questions of digital privacy, and the role of joy in our online lives. A vital contribution at a time of significant social and cultural flux, this book will be highly relevant to those studying digital culture within media, communication, cultural studies, digital humanities, and sociology departments.

Women in Classical Video Games

Women in Classical Video Games
Title Women in Classical Video Games PDF eBook
Author Jane Draycott
Publisher Bloomsbury Publishing
Total Pages 289
Release 2022-08-11
Genre History
ISBN 1350241946

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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.

Players Unleashed!

Players Unleashed!
Title Players Unleashed! PDF eBook
Author Tanja Sihvonen
Publisher Amsterdam University Press
Total Pages 224
Release 2011
Genre Art
ISBN 9089642013

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A compelling examination of the the practice and implications of modding as they apply to the bestelling computer game The Sims.

The Serious Leisure Perspective

The Serious Leisure Perspective
Title The Serious Leisure Perspective PDF eBook
Author Sam Elkington
Publisher Routledge
Total Pages 239
Release 2014-07-17
Genre Social Science
ISBN 1317810414

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The "Serious Leisure Perspective" (SLP) is a theoretical framework that can help us understand the complexities of modern leisure as both an activity and an experience. Bringing together the study of serious leisure, casual leisure and project-based leisure, it is an essential component of the Leisure Studies curriculum and an invaluable tool for exploring the significance of leisure in contemporary society. This book is the first of offer a comprehensive introduction to the Serious Leisure Perspective, from fundamental principles and key concepts to in-depth and wide-ranging case studies of serious leisure pursuits. The book introduces the history of the SLP and its position alongside other social theories that attempt to explain the nature and function of leisure. It explores important themes such as consumption, gender relations, social capital and quality of life, and delves deeply into the leisure of amateurs, hobbyists, career volunteers and occupational devotees. Every chapter includes a range of useful pedagogical features, such as review questions and group exercises, to help the student to grasp the importance of understanding leisure as a way of understanding contemporary social life and society. Combining cutting-edge theory and method with an engaging and practical interface, this is an essential text for all Leisure Studies courses and illuminating reading for any student working in Tourism, Events, Sport, Recreation, Sociology or Cultural Studies.

Beyond Barbie and Mortal Kombat

Beyond Barbie and Mortal Kombat
Title Beyond Barbie and Mortal Kombat PDF eBook
Author Yasmin B. Kafai
Publisher MIT Press
Total Pages 398
Release 2011-02-25
Genre Computers
ISBN 0262516063

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Girls and women as game players and game designers in the new digital landscape of massively multiplayer online games, “second lives,” “modding,” serious games, and casual games. Ten years after the groundbreaking From Barbie to Mortal Kombat highlighted the ways gender stereotyping and related social and economic issues permeate digital game play, the number of women and girl gamers has risen considerably. Despite this, gender disparities remain in gaming. Women may be warriors in World of Warcraft, but they are also scantily clad “booth babes” whose sex appeal is used to promote games at trade shows. Player-generated content has revolutionized gaming, but few games marketed to girls allow “modding” (game modifications made by players). Gender equity, the contributors to Beyond Barbie and Mortal Kombat argue, requires more than increasing the overall numbers of female players. Beyond Barbie and Mortal Kombat brings together new media theorists, game designers, educators, psychologists, and industry professionals, including some of the contributors to the earlier volume, to look at how gender intersects with the broader contexts of digital games today: gaming, game industry and design, and serious games. The contributors discuss the rise of massively multiplayer online games (MMOs) and the experience of girl and women players in gaming communities; the still male-dominated gaming industry and the need for different perspectives in game design; and gender concerns related to emerging serious games (games meant not only to entertain but also to educate, persuade, or change behavior). In today's game-packed digital landscape, there is an even greater need for games that offer motivating, challenging, and enriching contexts for play to a more diverse population of players. Contributors Cornelia Brunner, Shannon Campe, Justine Cassell, Mia Consalvo, Jill Denner, Mary Flanagan, Janine Fron, Tracy Fullerton, Elisabeth Hayes, Carrie Heeter, Kristin Hughes, Mimi Ito, Henry Jenkins III, Yasmin B. Kafai, Caitlin Kelleher, Brenda Laurel, Nicole Lazzaro, Holin Lin, Jacki Morie, Helen Nissenbaum, Celia Pearce, Caroline Pelletier, Jennifer Y. Sun, T. L. Taylor, Brian Winn, Nick YeeInterviews with Nichol Bradford, Brenda Braithwaite, Megan Gaiser, Sheri Graner Ray, Morgan Romine