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  • 1
    Book
    Book
    New York :New York University Press,
    UID:
    almafu_BV046824018
    Format: 265 Seiten : , Illustrationen, Diagramme.
    ISBN: 978-1-4798-0220-3 , 978-1-4798-3852-3
    Additional Edition: Erscheint auch als Online-Ausgabe ISBN 978-1-4798-0221-0
    Additional Edition: Erscheint auch als Online-Ausgabe ISBN 978-1-4798-0219-7
    Language: English
    Subjects: Ethnology , General works , Sociology
    RVK:
    RVK:
    RVK:
    RVK:
    Keywords: Videospiel ; Computerspielindustrie ; Sexismus
    Library Location Call Number Volume/Issue/Year Availability
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  • 2
    Online Resource
    Online Resource
    New York, NY : New York University Press
    UID:
    b3kat_BV047046116
    Format: 1 Online-Ressource (265 Seiten) , Illustrationen
    ISBN: 9781479802210
    Content: Interviews with female gamers about structural sexism across the gaming landscapeWhen the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women's gaming are more actively enforced.In Gaming Sexism, Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality. Across in-depth interviews with women-identified gamers, Cote delves into the conflict between diversification and resistance to understand their impact on gaming, both casual and "core" alike. From video game magazines to male reactions to female opponents, she explores the shifting expectations about who gamers are, perceived changes in gaming spaces, and the experiences of female gamers amidst this gendered turmoil. While Cote reveals extensive, persistent problems in gaming spaces, she also emphasizes the power of this motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces can be overcome. Gaming Sexism is a well-timed investigation of equality, power, and control over the future of technology
    Additional Edition: Erscheint auch als Druck-Ausgabe, Hardcover ISBN 9781479838523
    Additional Edition: Erscheint auch als Druck-Ausgabe, Paperback ISBN 9781479802203
    Language: English
    Subjects: Ethnology , General works , Sociology
    RVK:
    RVK:
    RVK:
    RVK:
    Keywords: Videospiel ; Computerspielindustrie ; Sexismus
    URL: Volltext  (URL des Erstveröffentlichers)
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  • 3
    Online Resource
    Online Resource
    New York :New York University Press,
    UID:
    almahu_9949597046502882
    Format: 1 online resource (280 pages) : , illustrations (black and white).
    ISBN: 9781479802210 (ebook) :
    Series Statement: NYU scholarship online
    Content: When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women's gaming are more actively enforced. Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality.
    Note: Previously issued in print: 2020.
    Additional Edition: Print version : ISBN 9781479838523
    Language: English
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  • 4
    Online Resource
    Online Resource
    New York :New York University Press,
    UID:
    edocfu_9961448807902883
    Format: 1 online resource.
    ISBN: 1-4798-0221-2
    Series Statement: NYU scholarship online
    Content: When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women's gaming are more actively enforced. Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality.
    Note: Previously issued in print: 2020. , Introduction: Diversification and resistance in gaming's casualized era -- Core and the video game industry : changing perceptions of power -- Tits, tokenism, and trash-talk : overt sexism in game culture -- Girly games and girl gamer : inferential sexism and its impacts -- Already core : women's entry into gaming -- Strategies for play : finding space and exercising active audience power -- In the aftermath : women's changing views on gaming and sexism following #GamerGate -- Conclusion: The battle continues.
    Additional Edition: Print version: Cote, Amanda C. Gaming sexism. New York : New York University Press, [2020] ISBN 9781479838523
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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