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Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming
  • Language: en
  • Pages: 320

Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming

  • Type: Book
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  • Published: 2016
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  • Publisher: Lulu.com

In Diversifying Barbie and Mortal Kombat, the third edited volume in the series that includes From Barbie to Mortal Kombat and Beyond Barbie and Mortal Kombat, we expand the discussions on gender, race, and sexuality in gaming. We include intersectional perspectives on the experiences of diverse players, non-players and designers and promote inclusive designs for broadening access and participation in gaming, design and development. Contributors from media studies, gender studies, game studies, educational design, learning sciences, computer science, and game development examine who plays, how they play, where and what they play, why they play (or choose not to play), and with whom they play. This volume further explores how we can diversify access, participation and design for more inclusive play and learning.

The Middle Ages in Computer Games
  • Language: en
  • Pages: 373

The Middle Ages in Computer Games

Offers the most comprehensive analysis and discussion of medievalist computer games to date. Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them. This book explores the distinct nature of...

Women and Video Game Modding
  • Language: en
  • Pages: 217

Women and Video Game Modding

  • Type: Book
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  • Published: 2020-02-07
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  • Publisher: McFarland

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.

Heroic Girls as Figures of Resistance and Futurity in Popular Culture
  • Language: en
  • Pages: 301

Heroic Girls as Figures of Resistance and Futurity in Popular Culture

Heroic Girls looks at the recent proliferation of young girl heroes in many recent mainstream films and books. These contemporary ‘final’ girls do not just survive but rather suggest that in doing so they have fundamentally changed something about themselves and or the world around them, seeing them become the ‘First Girls’ of this altered reality. The collection brings together a wide range of perspectives and cultural viewpoints that describe many recent narratives that explore the idea of a Final Girl and her “after-story”. The essays are divided into four sections, beginning with more theoretical approaches; cross-cultural examples; the ways in which fictional narratives bear strong relation to real-world circumstances; examples that more strongly depict themes of resistance, survival, and individual agency; and, finally, those that describe something more fundamental and transformative. Films and television shows covered in the collection include The Girl with All the Gifts, The Witcher, The Hunger Games, Star Wars, The Fear Street and Pan’s Labyrinth. This book will be of interest to researchers and students of film studies, gender studies, and media studies.

Gamer Trouble
  • Language: en
  • Pages: 248

Gamer Trouble

  • Type: Book
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  • Published: 2020-04-21
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  • Publisher: NYU Press

Complicating perspectives on diversity in video games Gamers have been troublemakers as long as games have existed. As our popular understanding of “gamer” shifts beyond its historical construction as a white, straight, adolescent, cisgender male, the troubles that emerge both confirm and challenge our understanding of identity politics. In Gamer Trouble, Amanda Phillips excavates the turbulent relationships between surface and depth in contemporary gaming culture, taking readers under the hood of the mechanisms of video games in order to understand the ways that difference gets baked into its technological, ludic, ideological, and social systems. By centering the insights of queer and w...

More Playful User Interfaces
  • Language: en
  • Pages: 264

More Playful User Interfaces

  • Type: Book
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  • Published: 2015-05-18
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  • Publisher: Springer

This book covers the latest advances in playful user interfaces – interfaces that invite social and physical interaction. These new developments include the use of audio, visual, tactile and physiological sensors to monitor, provide feedback and anticipate the behavior of human users. The decreasing cost of sensor and actuator technology makes it possible to integrate physical behavior information in human-computer interactions. This leads to many new entertainment and game applications that allow or require social and physical interaction in sensor- and actuator-equipped smart environments. The topics discussed include: human-nature interaction, human-animal interaction and the interaction with tangibles that are naturally integrated in our smart environments. Digitally supported remote audience participation in artistic or sport events is also discussed. One important theme that emerges throughout the book is the involvement of users in the digital-entertainment design process or even design and implementation of interactive entertainment by users themselves, including children doing so in educational settings.

Gaming Masculinity
  • Language: en
  • Pages: 151

Gaming Masculinity

In 2016, a female videogame programmer and a female journalist were harassed viciously by anonymous male online users in what became known as GamerGate. Male gamers threatened to rape and kill both women, and the news soon made international headlines, exposing the level of abuse that many women and minorities face when participating in the predominantly male online culture. Gaming Masculinity explains how the term “gamer” has been constructed in the popular imagination by a core group of male online users in an attempt to shore up an embattled form of geeky masculinity. This latest form of toxicity comes at a moment of upheaval in gaming culture, as women, people of color, and LGBTQ ind...

Identity and Leadership in Virtual Communities: Establishing Credibility and Influence
  • Language: en
  • Pages: 321

Identity and Leadership in Virtual Communities: Establishing Credibility and Influence

  • Type: Book
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  • Published: 2014-02-28
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  • Publisher: IGI Global

The presence and ubiquity of the internet continues to transform the way in which we identify ourselves and others both online and offline. The development of virtual communities permits users to create an online identity to interact with and influence one another in ways that vary greatly from face-to-face interaction. Identity and Leadership in Virtual Communities: Establishing Credibility and Influence explores the notion of establishing an identity online, managing it like a brand, and using it with particular members of a community. Bringing together a range of voices exemplifying how participants in online communities influence one another, this book serves as an essential reference for academicians, researchers, students, and professionals, including bloggers, software designers, and entrepreneurs seeking to build and manage their engagement online.

Kids Across the Spectrums
  • Language: en
  • Pages: 325

Kids Across the Spectrums

  • Type: Book
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  • Published: 2023-08-15
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  • Publisher: MIT Press

An ethnographic study of diverse children on the autism spectrum and the role of media and technology in their everyday lives. In spite of widespread assumptions that young people on the autism spectrum have a “natural” attraction to technology—a premise that leads to significant speculation about how media helps or harms them—relatively little research actually exists about their everyday tech use. In Kids Across the Spectrums, Meryl Alper fills this gap with the first book-length ethnography of the digital lives of autistic young people. Based on research with more than sixty neurodivergent children from an array of racial, ethnic, and socioeconomic backgrounds, Kids Across the Spe...

Video Games and the Global South
  • Language: en
  • Pages: 302

Video Games and the Global South

  • Type: Book
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  • Published: 2019
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  • Publisher: Lulu.com

Video Games and the Global South redefines games and game culture from south to north, analyzing the cultural impact of video games, the growth of game development and the vitality of game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia.