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Placing gender at the centre of the debate about young children and multimedia, particularly video games, the book develops a relational;
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, modding, serious games, and casual games. Ten years after the groundbreaking From Barbie to Mortal Kombat highlighted the ways gender stereotyping;
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Examining the relationship between women and computer games, this intriguing study of the computer gaming industry explains why such games;
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of gender centrally in relation to game play and develops a relational approach to game play using an account of affect. The book places games in a;
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Games as Texts provides an overview and practical steps for analysing games in terms of their representations of social structures, class;
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Games as Texts provides an overview and practical steps for analysing games in terms of their representations of social structures, class;
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game design regulates gender and class relations, and the impacts of colonization on game design. The critical interest in games as a cultural;
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fantasy to exceed or challenge norms of gender and sexuality, focusing on a range of media, including television episodes and series, films, video;
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fantasy to exceed or challenge norms of gender and sexuality, focusing on a range of media, including television episodes and series, films, video;
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A vital part of daily life in the nineteenth century, games and play were so familiar and so ubiquitous that their presence over time;
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phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives;
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The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses;
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The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses;
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Scholars and professionals from all over the world, across experience levels and the gender and sexuality spectrum, share experiences and;
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phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives;
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Video games are not necessarily uniform in the lessons they teach players. Indeed, even violent video games are not simply hotbeds;
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The Gay Games is an important piece of new social history, examining one of the largest sporting, cultural and human rights events in the;
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Sociological Perspectives on Sport: The Games Outside the Games seeks not only to inform students about the sports world but also to offer;
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Sociological Perspectives on Sport: The Games Outside the Games seeks not only to inform students about the sports world but also to offer;
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Examines blackness in gaming at the intersections of race, gender, sexuality, and (dis)ability. Situating her argument within the context;
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Examines blackness in gaming at the intersections of race, gender, sexuality, and (dis)ability. Situating her argument within the context;
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casual games - and from a variety of theoretical perspectives drawing on gender and race studies, game design and theory, and broader discussions;
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language is used to construct representations of gender in fantasy videogames. The author demonstrates a wide array of techniques which can be used;
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games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior;
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During the Middle Ages and the Renaissance, games were not an idle pastime, but were in fact important tools for exploring, transmitting;
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, social forms of gaming, identification, gender issues and games for change, primarily applying a social-scientific approach.;
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Humphreys's Manifest Destiny 2.0 asks why these genres endure so prolifically in the video game market. While video games provide a radically new and;
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