Gender  Age  and Digital Games in the Domestic Context Book

Gender Age and Digital Games in the Domestic Context

  • Author : Alison Harvey
  • Publisher : Routledge
  • Release Date : 2015-03-27
  • Genre: Social Science
  • Pages : 166
  • ISBN 10 : 9781317632979

Gender Age and Digital Games in the Domestic Context Excerpt :

Western digital game play has shifted in important ways over the last decade, with a plethora of personal devices affording a range of increasingly diverse play experiences. Despite the celebration of a more inclusive environment of digital game play, very little grounded research has been devoted to the examination of familial play and the domestication of digital games, as opposed to evolving public and educational contexts. This book is the first study to provide a situated investigation of the site of family play— the shared spaces and private places of gameplay within the domestic sphere. It carries out an empirically grounded and critical analysis of what marketing and sales discourses about shifts in the digital games audience actually look like in the space of the home, as well as the social and cultural role these ludic technologies take in the everyday practices of the family in the domestic context. It examines the material realities of video game technologies in the home; including time management and spatial organization, as well as the discursive role these devices play in discussions of technological competence and its complex relationship to age, generational differences, and gender performance. Harvey’s interdisciplinary approach and innovative methodology will hold great critical appeal for those studying digital culture, children’s media, and feminist studies of new media, as well as critical theories of technology and leisure and sport theory.

Gender Equality and Responsible Business Book

Gender Equality and Responsible Business

  • Author : Kate Grosser
  • Publisher : Routledge
  • Release Date : 2017-09-08
  • Genre: Business & Economics
  • Pages : 212
  • ISBN 10 : 9781351286343

Gender Equality and Responsible Business Excerpt :

Gender Equality and Responsible Business places gender equality at the heart of the responsible business agenda with the aim of contributing to CSR practice as well as research. Discussion about gender issues in the field of corporate responsibility has focused on workplace issues and corporate boards, which are important areas of work. However, the great benefit of exploring gender issues through a responsible business lens is that this requires us to also examine the wider gender impacts of business in the marketplace – for example, with regard to suppliers, supply chains, and consumers, and with respect to the communities where business operates, and the wider ecological environment – indeed throughout corporate value chains.Through contributions from practitioners in business and civil society, as well as academia, this book broadens the agenda, opening the field to new voices, and facilitates dialogue among and between practitioners and researchers. Contributions within the edited collection elucidate current practice, bring new perspectives, and help us to expand the field of responsible business with regard to gender equality, and beyond.

Games Girls Play Book

Games Girls Play

  • Author : Carolyn M. Cunningham
  • Publisher : Lexington Books
  • Release Date : 2018-04-20
  • Genre: Language Arts & Disciplines
  • Pages : 190
  • ISBN 10 : 9781498554572

Games Girls Play Excerpt :

This book examines the role that video games play in girls’ lives, including how games structure girls’ leisure time, how playing video games constitutes different performances of femininity, and what influences girls to play or not play video games, as well as the discourses surrounding girls and video games.

The Fabric of Interface Book

The Fabric of Interface

  • Author : Stephen Monteiro
  • Publisher : MIT Press
  • Release Date : 2017-11-10
  • Genre: Social Science
  • Pages : 208
  • ISBN 10 : 9780262037006

The Fabric of Interface Excerpt :

Tracing the genealogy of our physical interaction with mobile devices back to textile and needlecraft culture. For many of our interactions with digital media, we do not sit at a keyboard but hold a mobile device in our hands. We turn and tilt and stroke and tap, and through these physical interactions with an object we make things: images, links, sites, networks. In The Fabric of Interface, Stephen Monteiro argues that our everyday digital practice has taken on traits common to textile and needlecraft culture. Our smart phones and tablets use some of the same skills—manual dexterity, pattern making, and linking—required by the handloom, the needlepoint hoop, and the lap-sized quilting frame. Monteiro goes on to argue that the capacity of textile metaphors to describe computing (weaving code, threaded discussions, zipped files, software patches, switch fabrics) represents deeper connections between digital communication and what has been called “homecraft” or “women's work.” Connecting networked media to practices that seem alien to media technologies, Monteiro identifies handicraft and textile techniques in the production of software and hardware, and cites the punched cards that were read by a loom's rods as a primitive form of computer memory; examines textual and visual discourses that position the digital image as a malleable fabric across its production, access, and use; compares the digital labor of liking, linking, and tagging to such earlier forms of collective production as quilting bees and piecework; and describes how the convergence of intimacy and handiwork at the screen interface, combined with needlecraft aesthetics, genders networked culture and activities in unexpected ways.

Playing Utopia Book

Playing Utopia

  • Author : Benjamin Beil
  • Publisher : transcript Verlag
  • Release Date : 2019-11-30
  • Genre: Social Science
  • Pages : 332
  • ISBN 10 : 9783839450505

Playing Utopia Excerpt :

Media narratives inform our ideas of the future - and Games are currently making a significant contribution to this medial reservoir. On the one hand, Games demonstrate a particular propensity for fantastic and futuristic scenarios. On the other hand, they often serve as an experimental field for the latest media technologies. However, while dystopias are part of the standard gaming repertoire, Games feature utopias much less frequently. Why? This anthology examines playful utopias from two perspectives. It investigates utopias in digital Games as well as utopias of the digital game; that is, the role of ludic elements in scenarios of the future.

Digital Games as History Book

Digital Games as History

  • Author : Adam Chapman
  • Publisher : Routledge
  • Release Date : 2016-05-05
  • Genre: Social Science
  • Pages : 302
  • ISBN 10 : 9781317553861

Digital Games as History Excerpt :

This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.

New Perspectives on the Social Aspects of Digital Gaming Book

New Perspectives on the Social Aspects of Digital Gaming

  • Author : Rachel Kowert
  • Publisher : Taylor & Francis
  • Release Date : 2017-02-10
  • Genre: Social Science
  • Pages : 210
  • ISBN 10 : 9781317243632

New Perspectives on the Social Aspects of Digital Gaming Excerpt :

Expanding on the work in the volume Multiplayer, this new book explores several other areas related to social gaming in detail. The aim is to go beyond a typical "edited book" concept, and offer a very concise volume with several focal points that are most relevant for the current debate about multiplayer games, both in academia and society. As a result, the volume offers the latest research findings on online gaming, social forms of gaming, identification, gender issues and games for change, primarily applying a social-scientific approach.

Immersion  Narrative  and Gender Crisis in Survival Horror Video Games Book

Immersion Narrative and Gender Crisis in Survival Horror Video Games

  • Author : Andrei Nae
  • Publisher : Routledge
  • Release Date : 2021-09-10
  • Genre: Games & Activities
  • Pages : 236
  • ISBN 10 : 9781000440652

Immersion Narrative and Gender Crisis in Survival Horror Video Games Excerpt :

This book investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. In a thorough analysis of the genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a political and social context. In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics. This book will appeal not only to scholars working in game studies, but also to scholars of horror, gender studies, popular culture, visual arts, genre studies and narratology.

Digital Playgrounds Book

Digital Playgrounds

  • Author : Sara M. Grimes
  • Publisher : University of Toronto Press
  • Release Date : 2021-07-30
  • Genre: Social Science
  • Pages : 372
  • ISBN 10 : 9781442668201

Digital Playgrounds Excerpt :

Digital Playgrounds explores the key developments, trends, debates, and controversies that have shaped children’s commercial digital play spaces over the past two decades. It argues that children’s online playgrounds, virtual worlds, and connected games are much more than mere sources of fun and diversion – they serve as the sites of complex negotiations of power between children, parents, developers, politicians, and other actors with a stake in determining what, how, and where children’s play unfolds. Through an innovative, transdisciplinary framework combining science and technology studies, critical communication studies, and children’s cultural studies, Digital Playgrounds focuses on the contents and contexts of actual technological artefacts as a necessary entry point for understanding the meanings and politics of children’s digital play. The discussion draws on several research studies on a wide range of digital playgrounds designed and marketed to children aged six to twelve years, revealing how various problematic tendencies prevent most digital play spaces from effectively supporting children’s culture, rights, and – ironically – play. Digital Playgrounds lays the groundwork for a critical reconsideration of how existing approaches might be used in the development of new regulation, as well as best practices for the industries involved in making children’s digital play spaces. In so doing, it argues that children’s online play spaces be reimagined as a crucial new form of public sphere in which children’s rights and digital citizenship must be prioritized.

Gender and Popular Culture Book

Gender and Popular Culture

  • Author : Katie Milestone
  • Publisher : John Wiley & Sons
  • Release Date : 2020-10-22
  • Genre: Social Science
  • Pages : 300
  • ISBN 10 : 9780745698304

Gender and Popular Culture Excerpt :

This fully updated second edition of Gender and Popular Culture examines the role of popular culture in the construction of gendered identities in contemporary society. It draws on a wide range of cultural forms – including popular music, social media, television and magazines – to illustrate how femininity and masculinity are produced, represented, used and consumed. Blending primary and secondary research, Milestone and Meyer introduce key theories and concepts in gender studies and popular culture, which are made accessible and interesting through their application to topical examples such as the #MeToo campaign, intensive mothering and social media, discourses about women and binge drinking, and gender and popular music. Included in this revised edition is a new chapter on digital culture, examining the connection between digital platforms and gender identities, relations and activism, as well as a new chapter on cultural work in digital contexts. All chapters have been updated to acknowledge recent changes in gender images and relations as well as media culture. Additionally, there is new material on the Fourth Wave Women's Movement, audiences and prosumers, and the role of social media. Gender and Popular Culture is the go-to textbook for students of gender studies, media and communication, and popular culture.

Diagramming the Social Book

Diagramming the Social

  • Author : Russell Dudley-Smith
  • Publisher : Routledge
  • Release Date : 2020-09-14
  • Genre: Social Science
  • Pages : 188
  • ISBN 10 : 9780429574764

Diagramming the Social Excerpt :

This book challenges the hyper-production and proliferation of concepts in modern social research. It presents a distinctive methodological response to this tendency through an exploration of one of the most underappreciated yet widely deployed conventions for the analysis of social processes: the creation of diagrammatic relational spaces. Designed to capture social processes in a way that resists reductive and essentialist categories, such spaces have the capacity to produce powerful, systematic analyses that break the spell of concept proliferation and its resultant naively realist approach to explaining the world. Through an exploration of key examples and series of original case studies, the authors demonstrate the application of this approach across a variety of empirical settings and academic disciplines. They thus offer a relational and pragmatic approach to social research that resists current trends characterised by supposedly self-evident data and/or disconnected theory. As such, the book constitutes an important contribution to some of the central questions in current social research, and promises to unsettle and reinvigorate considerations of method across different fields of practice.

Identity and Play in Interactive Digital Media Book

Identity and Play in Interactive Digital Media

  • Author : Sara M. Cole
  • Publisher : Taylor & Francis
  • Release Date : 2017-03-16
  • Genre: Computers
  • Pages : 180
  • ISBN 10 : 9781315390772

Identity and Play in Interactive Digital Media Excerpt :

Recent shifts in new literacy studies have expanded definitions of text, reading/viewing, and literacy itself. The inclusion of non-traditional media forms is essential, as texts beyond written words, images, or movement across a screen are becoming ever more prominent in media studies. Included in such non-print texts are interactive media forms like computer or video games that can be understood in similar, though distinct, terms as texts that are read by their users. This book examines how people are socially, culturally, and personally changing as a result of their reading of, or interaction with, these texts. This work explores the concept of ergodic ontogeny: the mental development resulting from interactive digital media play experiences causing change in personal identity.

Videogames  Identity and Digital Subjectivity Book

Videogames Identity and Digital Subjectivity

  • Author : Rob Gallagher
  • Publisher : Taylor & Francis
  • Release Date : 2017-07-06
  • Genre: Uncategoriezed
  • Pages : null
  • ISBN 10 : 9781315390932

Videogames Identity and Digital Subjectivity Excerpt :

This book argues that games offer a means of coming to terms with a world that is being transformed by digital technologies. As blends of software and fiction, videogames are uniquely capable of representing and exploring the effects of digitization on day-to-day life. By modeling and incorporating new technologies (from artificial intelligence routines and data mining techniques to augmented reality interfaces), and by dramatizing the implications of these technologies for understandings of identity, nationality, sexuality, health and work, games encourage us to playfully engage with these issues in ways that traditional media cannot.?

Independent Videogames Book

Independent Videogames

  • Author : Paolo Ruffino
  • Publisher : Routledge
  • Release Date : 2020-10-08
  • Genre: Social Science
  • Pages : 286
  • ISBN 10 : 9781000201154

Independent Videogames Excerpt :

Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. Through a series of case studies and theoretical investigations, it evaluates the significance of such a multi-faceted phenomenon within video game and digital cultures. A diverse team of scholars highlight the specificities of independence within the industry and the culture of digital gaming through case studies and theoretical questions. The chapters focus on labor, gender, distribution models and technologies of production to map the current state of research on independent game development. The authors also identify how the boundaries of independence are becoming opaque in the contemporary game industry – often at the cost of the claims of autonomy, freedom and emancipation that underlie the indie scene. The book ultimately imagines new and better narratives for a less exploitative and more inclusive videogame industry. Systematically mapping the current directions of a phenomenon that is becoming increasingly difficult to define and limit, this book will be a crucial resource for scholars and students of game studies, media history, media industries and independent gaming.

Feminist Media Studies Book

Feminist Media Studies

  • Author : Alison Harvey
  • Publisher : John Wiley & Sons
  • Release Date : 2019-11-29
  • Genre: Social Science
  • Pages : 224
  • ISBN 10 : 9781509524501

Feminist Media Studies Excerpt :

Feminist Media Studies investigates the core theories, methods, and approaches in a field that has blossomed over the past twenty-five years. Alison Harvey provides an accessible introduction to classical and contemporary issues in media culture by exploring the past, present, and future of feminist media studies. She does this in the context of the various challenges that have arisen with changes in the media landscape, from new media technologies and globalized media systems to emergent inequalities, discourses, and practices. By engaging with research from a diverse body of scholarship, this book situates feminist media studies as vital to researching and analysing a range of timely and significant issues across disciplines. Taking a global, intersectional view of gendered practices in and around the media, Feminist Media Studies provides a framework for feminist critique and action. It is essential reading for students and scholars across a range of social science and humanities fields.