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Children, Gender, Video Games

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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Beyond Barbie and Mortal Kombat

, 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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Gender Inclusive Game Design

Examining the relationship between women and computer games, this intriguing study of the computer gaming industry explains why such games;

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Children, Gender, Video Games

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

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

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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Transnational Contexts of Culture Gender Class and Colonialism in Play

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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Gender and Sexuality in Contemporary Popular Fantasy: Beyond Boy Wizards and Kick-Ass Chicks

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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Gender and Sexuality in Contemporary Popular Fantasy

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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Playing Games in Nineteenth-Century Britain and America

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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Playing Video Games

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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Games: Purpose and Potential in Education

The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses;

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Games: Purpose and Potential in Education

The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses;

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Digital Love

Scholars and professionals from all over the world, across experience levels and the gender and sexuality spectrum, share experiences and;

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Playing Video Games

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

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

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

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

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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Intersectional Tech

Examines blackness in gaming at the intersections of race, gender, sexuality, and (dis)ability. Situating her argument within the context;

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Intersectional Tech

Examines blackness in gaming at the intersections of race, gender, sexuality, and (dis)ability. Situating her argument within the context;

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Playing the Crusades

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 Gender and Video Games

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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Handbook of Computer Game Studies

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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Games and Visual Culture in the Middle Ages and the Renaissance

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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New Perspectives on the Social Aspects of Digital Gaming

, social forms of gaming, identification, gender issues and games for change, primarily applying a social-scientific approach.;

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Manifest Destiny 2.0

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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