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  • HeBIS  (2)
  • München UB  (1)
  • MPI Ethno. Forsch.  (1)
  • New York, NY : New York University Press
  • Gender identity
Datasource
Material
Language
Years
Author, Corporation
Subjects(RVK)
  • 1
    Online Resource
    Online Resource
    New York, NY : New York University Press
    ISBN: 9781479802210
    Language: English
    Pages: 1 Online-Ressource (265 Seiten) , Illustrationen
    Parallel Title: Erscheint auch als
    Parallel Title: Erscheint auch als
    DDC: 305.3
    RVK:
    RVK:
    RVK:
    RVK:
    Keywords: Active audience theory;Agency;Analog games;Casual games;Casual gaming;Casualized era;Community management ; Coping mechanisms ; Core games ; Core gaming ; Counter-hegemony ; Crisis of authority ; Critical discourse analysis ; Female gamers ; Feminism ; Feminist Media Studies ; Game development ; Game studies ; Gamer stereotypes ; Games studies ; Gender ; Hegemony ; Identity ; Ideology ; Imagined communities ; In-depth interviews ; Industry ; Inferential sexism ; Interpretive communities ; Longitudinal interviews ; Online harassment ; Overt sexism ; Player lifecycle ; Popular culture ; Press analysis ; Video games ; SOCIAL SCIENCE / Media Studies ; Gender identity ; Identity (Psychology) ; Identity (Psychology) ; Video games Social aspects ; Sexismus ; Computerspielindustrie ; Videospiel ; Videospiel ; Computerspielindustrie ; Sexismus
    Abstract: 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
    URL: Volltext  (URL des Erstveröffentlichers)
    URL: Volltext  (URL des Erstveröffentlichers)
    URL: Volltext  (URL des Erstveröffentlichers)
    URL: Cover
    Library Location Call Number Volume/Issue/Year Availability
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  • 2
    Online Resource
    Online Resource
    New York, NY : New York University Press
    ISBN: 9781479891672
    Language: English
    Pages: 1 Online-Ressource (xv, 307 Seiten) , Illustrationen
    Parallel Title: Erscheint auch als
    Parallel Title: Erscheint auch als
    DDC: 306.76/6
    RVK:
    RVK:
    Keywords: Black geographies ; Brooklyn ; Constellations ; Disidentifications ; Feminist theory ; Gentrification ; Greenwich Village ; Lesbian ; Lines and orientations (Ahmed) ; Manhattan ; Neighbourhood ; Paradoxical space ; People of color ; Production of space ; Queer failure ; Queer theory ; Queers of color ; Racism ; Transgender and gender non-conforming people ; Urban geography ; Whiteness ; SOCIAL SCIENCE / LGBT Studies / Gay Studies ; Gays ; Gender identity ; Gender-nonconforming people ; Intersex people ; Sexual minorities ; Geschlechtsunterschied ; Anthropogeografie ; Queer-Theorie ; Lesbe ; New York, NY ; Electronic books ; New York, NY ; Geschlechtsunterschied ; Anthropogeografie ; Queer-Theorie ; Lesbe
    Abstract: The first lesbian and queer historical geography of New York CityOver the past few decades, rapid gentrification in New York City has led to the disappearance of many lesbian and queer spaces, displacing some of the most marginalized members of the LGBTQ+ community. In A Queer New York, Jen Jack Gieseking highlights the historic significance of these spaces, mapping the political, economic, and geographic dispossession of an important, thriving community that once called certain New York neighborhoods home.Focusing on well-known neighborhoods like Greenwich Village, Park Slope, Bedford-Stuyvesant, and Crown Heights, Gieseking shows how lesbian and queer neighborhoods have folded under the capitalist influence of white, wealthy gentrifiers who have ultimately failed to make room for them. Nevertheless, they highlight the ways lesbian and queer communities have succeeded in carving out spaces-and lives-in a city that has consistently pushed its most vulnerable citizens away.Beautifully written, A Queer New York is an eye-opening account of how lesbians and queers have survived in the face of twenty-first century gentrification and urban development
    URL: Volltext  (URL des Erstveröffentlichers)
    URL: Volltext  (URL des Erstveröffentlichers)
    URL: Cover
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
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  • 3
    Online Resource
    Online Resource
    New York, NY : New York University Press
    ISBN: 9781479893904
    Language: English
    Pages: 1 online resource , 30 black and white illustrations
    Series Statement: Postmillennial Pop 16
    DDC: 794.8
    Keywords: Burnout ; Consentacle ; Halberstam ; Juul ; LGBTQ experience ; LGBTQ game-makers ; Musgrave ; Octodad ; Realistic Kissing Simulator ; Sedgwick ; Squinkifer ; arcade games ; avant-garde ; chrononormativity ; close reading ; cultural logic ; degamification ; failure ; gamification ; heteronormativity ; independent games ; interactive systems ; intimacy ; non-normativity ; queerness;LGBTQ;queer theory;design;game studies;transgression;methodologies;Pong;Between Men ; regamification ; spatiality ; speedrunning ; temporality ; walking simulators ; SOCIAL SCIENCE / Media Studies ; Gays ; Gender identity ; Queer theory ; Video games Social aspects
    Abstract: Argues for the queer potential of video gamesWhile popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can-and should-be read queerly.In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games-because video games have, in fact, always been queer
    Note: Description based on online resource; title from PDF title page (publisher's Web site, viewed 25. Nov 2020) , In English
    URL: Volltext  (URL des Erstveröffentlichers)
    URL: Cover
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