Format:
1 Online-Ressource (Viii, 136 Seiten)
ISBN:
9783110668575
,
9783110668674
Series Statement:
Video games and the humanities volume 1
Content:
Frontmatter -- Acknowledgements -- Contents -- List of Tables and Figures -- Introduction -- “Just Way Too Many Guys Crammed Into One Place” -- “What Can You Expect from a Guy in Charge of Joysticks?” -- “A Gentler Touch to the World of Video Games” -- Atari Generation -- “Are you Man Enough to Run with Us?” -- References -- Index
Content:
This work looks at the gendered nature of the US video gaming industry. Although there were attempts to incorporate women into development roles and market towards them as players, the creation of video games and the industry began in a world strongly gendered male. The early 1980s saw a blip of hope that the counter-cultural industry focused on fun would begin to include women, but after the video game industry crash, this free-wheeling freedom of the industry ended along with the beginnings of the inclusion of women. Many of the threads that began in the early years continued or have parallels with the modern video game industry. The industry continues to struggle with gender relations in the workplace and with the strongly gendered male demographic that the industry perceives as its main market
Note:
Mode of access: Internet via World Wide Web.
Additional Edition:
ISBN 9783110664461
Additional Edition:
Erscheint auch als Druck-Ausgabe McDivitt, Anne Ladyem Hot tubs and Pac-Man Berlin : De Gruyter Oldenbourg, 2020 ISBN 9783110664461
Additional Edition:
ISBN 3110664461
Language:
English
Subjects:
History
Keywords:
USA
;
Videospielemarkt
;
Geschlechterrolle
;
Geschichte 1950-1990
DOI:
10.1515/9783110668575
URL:
https://doi.org/10.1515/9783110668575
URL:
https://www.degruyter.com/isbn/9783110668575
Author information:
McDivitt, Anne Ladyem