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A lot of work has been done talking about what masculinity is and what it does within video games, but less has been given to considering how and why this happens, and the processes involved. This book considers the array of daily relationships involved in producing masculinity and how those actions and relationships translate to video games. Moreover, it examines the ways the actual play of the games maps onto the stories to create contradictory moments that show that, while toxic masculinity certainly exists, it is far from inevitable. Topics covered include the nature of masculine apprenticeship and nurturing, labor, fatherhood, the scapegoating of women, and reckoning with mortality, among many others.
First Published in 2004. Routledge is an imprint of Taylor & Francis, an informa company.
'Girl Power': Girls Reinventing Girlhood examines the identity practices of girls who have grown up in the context of 'girl power' culture. The book asks whether - and which - girls have benefited from this feminist-inspired movement. Can girls truly become anything they want, as suggested by those who claim that the traditional mandate of femininity - compliance to male interests - is a thing of the past? To address such questions, the authors distinguish between 'girlhood' as a cultural ideal, and girls as the embodied agents through which girlhood becomes a social accomplishment. The book identifies significant issues for parents and teachers of girls, and offers suggestions for 'critical social literacy' as a classroom practice that recognizes the ways popular culture mediates young people's understanding of gender. 'Girl Power' will be of interest to researchers of contemporary gender identities, as well as educational professionals and adult girl advocates. It is relevant for students in gender studies and teacher-education courses, as well as graduate student researchers.
What does love have to do with gaming? As games have grown in complexity, they have increasingly included narratives that seek to engage players with love in a variety of ways. While media attention often focuses on violent emotions and behavior in gaming, love has always been central to the experience. We love to play games, we have titles that we love, and sometimes we love too much or love terrible games for their shortcomings. Love in gaming is rather like love in life--often complicated and frustrating but also exciting and gratifying. This collection of fresh essays explores the meaning and role of love in gaming, describing a number of ways--from coding to cosplay--in which love can be expressed in, for and around games. Investigating how gaming involves love is also key to understanding the growing importance of games and gamers as cultural markers.
This volume addresses the persistent and frequently toxic associations between masculinity and games. It explores many of the critical issues in contemporary studies of masculinity—including issues of fatherhood, homoeroticism, eSports, fan cultures, and militarism—and their intersections with digital games, the contexts of their play, and the social futures associated with sustained involvement in gaming cultures. Unlike much of the research and public discourse that put the onus of “fixing” games and gaming cultures on those at its margins—women, LGBTQ, and people of color—this volume turns attention to men and masculinities, offering vital and productive avenues for both practical and theoretical intervention.
How do we make space for video games in the places where we live, work, and play—and who is allowed to feel welcome there? Despite attempts to expand games beyond their conventional audience of young men, the physical contexts of gameplay and production remain off-limits and unsafe for so many. The Grounds of Gaming explores the physical places where games are played and how they contribute to the persistence of gaming's problematic politics. Drawing on fieldwork in an array of sites, author Nicholas Taylor explores the real-world settings where games are played, watched, discussed and designed. Sometimes these places are sticky, dark, and stinky; other times they are pristine and well appointed. Situating its chapters in such scenes as domestic gaming setups, campus computer labs, LAN parties, esports arenas, and convention centers, Taylor maps the infrastructural connections between games, place, masculinity, and whiteness. By inviting us to reconsider gaming's cultural politics from the ground up, The Grounds of Gaming offers new theoretical insights and practical resources regarding how to make game cultures and industries more inclusive.
Learning the Virtual Life offers ways to consider the local and global effects of digital media on educational environments, as well as the cultural transformations of how we now define learning and literacy.
Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available 'game engines' have reached an unprecedented level of dominance in the global videogame industry. In particular, the Unity game engine has penetrated all scales of videogame development, from the large studio to the hobbyist bedroom, such that over half of all new videogames are reportedly being made with Unity. This book provides an urgently needed critical analysis of Unity as ‘cultural software’ that facilitates particular production workflows, design methodologies, and software literacies. Building on long-standing methods in media and cultural studies, ...
This volume proposes “speaking up” and “talking back” as new theoretical access points for studying feminist activism in digital spaces. Drawing on the influential work of bell hooks, it highlights social justice interventions by feminist/queer/decolonial actors, groups, and collectives who recover the digital as a space for activist organizing and campaigning. In presenting a variety of sociocultural issues, such as gender violence, queer discrimination, or migrant hostility, the book centers empowerment practices in their digital forms, showcasing interventions in Asia, Europe, and the Americas—thereby critically examining the conditions for marginalized voices to speak up, talk back, and be heard in digital publics. In focusing on activist practices, formats, experiences, and scholarship, the contributions analyze many facets of digital feminist contention, including resistance storytelling, hashtag activism, grassroots journalism, or diaspora podcasting. This international and interdisciplinary volume will interest students and scholars of Media and Communication, Social Movements and Activism, Cultural Studies, Gender and Queer Studies, and Race and Ethnicity.