Author: Carolyn Cunningham
Publisher: Studies in New Media
ISBN: 9781498554565
Category : Language Arts & Disciplines
Languages : en
Pages : 0
Book Description
Games Girls Play 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. Through interviews, focus groups, and qualitative content analyses, this book analyzes girls' involvement with video games. It also examines different contexts in which discourses of girls and video games occur, including girl-oriented video games, activist efforts to change the video game industry, and informal education programs that teach girls video game design.
Games Girls Play
Author: Carolyn Cunningham
Publisher: Studies in New Media
ISBN: 9781498554565
Category : Language Arts & Disciplines
Languages : en
Pages : 0
Book Description
Games Girls Play 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. Through interviews, focus groups, and qualitative content analyses, this book analyzes girls' involvement with video games. It also examines different contexts in which discourses of girls and video games occur, including girl-oriented video games, activist efforts to change the video game industry, and informal education programs that teach girls video game design.
Publisher: Studies in New Media
ISBN: 9781498554565
Category : Language Arts & Disciplines
Languages : en
Pages : 0
Book Description
Games Girls Play 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. Through interviews, focus groups, and qualitative content analyses, this book analyzes girls' involvement with video games. It also examines different contexts in which discourses of girls and video games occur, including girl-oriented video games, activist efforts to change the video game industry, and informal education programs that teach girls video game design.
Gamer Girls
Author: Mary Kenney
Publisher: Running Press Kids
ISBN: 0762474556
Category : Young Adult Nonfiction
Languages : en
Pages : 307
Book Description
Discover the women behind the video games we love—the iconic games they created, the genres they invented, the studios and companies they built—and how they changed the industry forever. Women have always made video games, from the 1960s and the first-of-its-kind, projector-based Sumerian Game to the blockbuster Uncharted games that defined the early 2000s. Women have been behind the writing, design, scores, and engines that power one of the most influential industries out there. In Gamer Girls, now you can explore the stories of 25 of those women. Bursting with bold artwork, easy-to-read profiles, and real-life stories of the women working on games like Centipede, Final Fantasy, Halo, and more, this dynamic illustrated book shows what a huge role women have played—and will continue to play—in the creation of video games. With additional sidebars about other influential women in the industry, as well as a glossary and additional resources page, Gamer Girls offers a look into the work and lives of influential pixel queens such as: Roberta Williams (one of the creators of the adventure genre) Mabel Addis Mergardt (the first person to write a video game) Muriel Tramis (the French "knight" of video games) Keiko Erikawa (creator of the otome genre) Yoko Shimomura (composer for Street Fighter, Final Fantasy, and Kingdom Hearts) Rebecca Heineman (first national video game tournament champion) Danielle Bunten Berry (creator of M.U.L.E. and early advocate for multiplayer games) and more! Whether you’re a gamer girl who plays video games, a gamer girl who makes video games, or a parent raising a gamer girl, this entertaining, inspiring book will have you itching to pick up a controller or create your own video games!
Publisher: Running Press Kids
ISBN: 0762474556
Category : Young Adult Nonfiction
Languages : en
Pages : 307
Book Description
Discover the women behind the video games we love—the iconic games they created, the genres they invented, the studios and companies they built—and how they changed the industry forever. Women have always made video games, from the 1960s and the first-of-its-kind, projector-based Sumerian Game to the blockbuster Uncharted games that defined the early 2000s. Women have been behind the writing, design, scores, and engines that power one of the most influential industries out there. In Gamer Girls, now you can explore the stories of 25 of those women. Bursting with bold artwork, easy-to-read profiles, and real-life stories of the women working on games like Centipede, Final Fantasy, Halo, and more, this dynamic illustrated book shows what a huge role women have played—and will continue to play—in the creation of video games. With additional sidebars about other influential women in the industry, as well as a glossary and additional resources page, Gamer Girls offers a look into the work and lives of influential pixel queens such as: Roberta Williams (one of the creators of the adventure genre) Mabel Addis Mergardt (the first person to write a video game) Muriel Tramis (the French "knight" of video games) Keiko Erikawa (creator of the otome genre) Yoko Shimomura (composer for Street Fighter, Final Fantasy, and Kingdom Hearts) Rebecca Heineman (first national video game tournament champion) Danielle Bunten Berry (creator of M.U.L.E. and early advocate for multiplayer games) and more! Whether you’re a gamer girl who plays video games, a gamer girl who makes video games, or a parent raising a gamer girl, this entertaining, inspiring book will have you itching to pick up a controller or create your own video games!
Games Girls Play
Author: Carolyn M. Cunningham
Publisher: Lexington Books
ISBN: 1498554571
Category : Language Arts & Disciplines
Languages : en
Pages : 191
Book Description
Games Girls Play 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. Through interviews, focus groups, and qualitative content analyses, this book analyzes girls’ involvement with video games. It also examines different contexts in which discourses of girls and video games occur, including girl-oriented video games, activist efforts to change the video game industry, and informal education programs that teach girls video game design.
Publisher: Lexington Books
ISBN: 1498554571
Category : Language Arts & Disciplines
Languages : en
Pages : 191
Book Description
Games Girls Play 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. Through interviews, focus groups, and qualitative content analyses, this book analyzes girls’ involvement with video games. It also examines different contexts in which discourses of girls and video games occur, including girl-oriented video games, activist efforts to change the video game industry, and informal education programs that teach girls video game design.
Girls Got Game
Author: Sue Macy
Publisher: Macmillan
ISBN: 9780805065688
Category : Juvenile Nonfiction
Languages : en
Pages : 168
Book Description
A collection of short stories and poems written by and about young women in sports.
Publisher: Macmillan
ISBN: 9780805065688
Category : Juvenile Nonfiction
Languages : en
Pages : 168
Book Description
A collection of short stories and poems written by and about young women in sports.
A Game for Rough Girls?
Author: Jean Williams
Publisher: Routledge
ISBN: 1135136149
Category : Social Science
Languages : en
Pages : 241
Book Description
Can we truly call football England's 'national' game? How have we arrived at this point of such clear inequality between men's and women's football? Between 1921 and 1972, women were banned from playing in football League grounds in the UK. Yet in 1998 FIFA declared that "the future is feminine" and that football was the fastest growing sport for women globally. The result of several years of original research, the book traces the continuities in women's participation since the beginnings of the game, and highlights the significant moments that have influenced current practice. The text provides: *insight into the communities and individual experiences of players, fans, investors, administrators and coaches *examination of the attitudes and role of national and international associations *analysis of the development of the professional game *comparisons with women's football in mainland Europe, the USA and Africa. A Game for Rough Girls is the first text to properly theorize the development of the game. Examining recreational and elite levels, the author provides a thorough critique, placing women's experience in the context of broader cultural and sports studies debates on social change, gender, power and global economics.
Publisher: Routledge
ISBN: 1135136149
Category : Social Science
Languages : en
Pages : 241
Book Description
Can we truly call football England's 'national' game? How have we arrived at this point of such clear inequality between men's and women's football? Between 1921 and 1972, women were banned from playing in football League grounds in the UK. Yet in 1998 FIFA declared that "the future is feminine" and that football was the fastest growing sport for women globally. The result of several years of original research, the book traces the continuities in women's participation since the beginnings of the game, and highlights the significant moments that have influenced current practice. The text provides: *insight into the communities and individual experiences of players, fans, investors, administrators and coaches *examination of the attitudes and role of national and international associations *analysis of the development of the professional game *comparisons with women's football in mainland Europe, the USA and Africa. A Game for Rough Girls is the first text to properly theorize the development of the game. Examining recreational and elite levels, the author provides a thorough critique, placing women's experience in the context of broader cultural and sports studies debates on social change, gender, power and global economics.
Girl Culture [2 volumes]
Author: Claudia Mitchell
Publisher: Bloomsbury Publishing USA
ISBN: 0313084440
Category : Social Science
Languages : en
Pages : 749
Book Description
Never before has so much popular culture been produced about what it means to be a girl in today's society. From the first appearance of Nancy Drew in 1930, to Seventeen magazine in 1944 to the emergence of Bratz dolls in 2001, girl culture has been increasingly linked to popular culture and an escalating of commodities directed towards girls of all ages. Editors Claudia A. Mitchell and Jacqueline Reid-Walsh investigate the increasingly complex relationships, struggles, obsessions, and idols of American tween and teen girls who are growing up faster today than ever before. From pre-school to high school and beyond, Girl Culture tackles numerous hot-button issues, including the recent barrage of advertising geared toward very young girls emphasizing sexuality and extreme thinness. Nothing is off-limits: body image, peer pressure, cliques, gangs, and plastic surgery are among the over 250 in-depth entries highlighted. Comprehensive in its coverage of the twenty and twenty-first century trendsetters, fashion, literature, film, in-group rituals and hot-button issues that shape—and are shaped by—girl culture, this two-volume resource offers a wealth of information to help students, educators, and interested readers better understand the ongoing interplay between girls and mainstream culture.
Publisher: Bloomsbury Publishing USA
ISBN: 0313084440
Category : Social Science
Languages : en
Pages : 749
Book Description
Never before has so much popular culture been produced about what it means to be a girl in today's society. From the first appearance of Nancy Drew in 1930, to Seventeen magazine in 1944 to the emergence of Bratz dolls in 2001, girl culture has been increasingly linked to popular culture and an escalating of commodities directed towards girls of all ages. Editors Claudia A. Mitchell and Jacqueline Reid-Walsh investigate the increasingly complex relationships, struggles, obsessions, and idols of American tween and teen girls who are growing up faster today than ever before. From pre-school to high school and beyond, Girl Culture tackles numerous hot-button issues, including the recent barrage of advertising geared toward very young girls emphasizing sexuality and extreme thinness. Nothing is off-limits: body image, peer pressure, cliques, gangs, and plastic surgery are among the over 250 in-depth entries highlighted. Comprehensive in its coverage of the twenty and twenty-first century trendsetters, fashion, literature, film, in-group rituals and hot-button issues that shape—and are shaped by—girl culture, this two-volume resource offers a wealth of information to help students, educators, and interested readers better understand the ongoing interplay between girls and mainstream culture.
Minimal Game
Author: Aaron Sleazy
Publisher:
ISBN: 9783942017039
Category : Psychology
Languages : en
Pages : 110
Book Description
Drawing from his vast experience with women, the world-renowned seducer Aaron Sleazy wrote Minimal Game for regular guys who want to get laid more often, and without having to rely too much on luck. This is a fairly modest goal, but it is a realistic one that is within reach for pretty much any man. The knowledge in this book will enable you to have a stable sex life, so that lack of sex will cease to be a source of frustration for you. However, by revealing the key aspects of seduction, Minimal Game provides such a strong foundation that you will greatly benefit from it even if you are already getting a lot of women. In this case, you will learn how to become much more efficient, which will get you more girls in less time, and girls you have more in common with.
Publisher:
ISBN: 9783942017039
Category : Psychology
Languages : en
Pages : 110
Book Description
Drawing from his vast experience with women, the world-renowned seducer Aaron Sleazy wrote Minimal Game for regular guys who want to get laid more often, and without having to rely too much on luck. This is a fairly modest goal, but it is a realistic one that is within reach for pretty much any man. The knowledge in this book will enable you to have a stable sex life, so that lack of sex will cease to be a source of frustration for you. However, by revealing the key aspects of seduction, Minimal Game provides such a strong foundation that you will greatly benefit from it even if you are already getting a lot of women. In this case, you will learn how to become much more efficient, which will get you more girls in less time, and girls you have more in common with.
Girls Change the Game
Author: Michael Hyde
Publisher:
ISBN: 9781925804881
Category : Electronic books
Languages : en
Pages : 0
Book Description
Publisher:
ISBN: 9781925804881
Category : Electronic books
Languages : en
Pages : 0
Book Description
A Whole New Ball Game
Author: Sue Macy
Publisher: Macmillan
ISBN: 0805019421
Category : Juvenile Nonfiction
Languages : en
Pages : 161
Book Description
"An interesting and informative look at the All-American Girls Professional Baseball League that operated from 1945–1954.... A significant title." --School Library Journal, starred review
Publisher: Macmillan
ISBN: 0805019421
Category : Juvenile Nonfiction
Languages : en
Pages : 161
Book Description
"An interesting and informative look at the All-American Girls Professional Baseball League that operated from 1945–1954.... A significant title." --School Library Journal, starred review
Gaming Lives in the Twenty-First Century
Author: G. Hawisher
Publisher: Springer
ISBN: 0230601766
Category : Psychology
Languages : en
Pages : 275
Book Description
This volume examines the claim that computer games can provide better literacy and learning environments than schools. Using case-studies in the US at the beginning of the twenty-first century and the words and observations of individual gamers, the book offers historical and cultural analyses of their literacy development, practices and values.
Publisher: Springer
ISBN: 0230601766
Category : Psychology
Languages : en
Pages : 275
Book Description
This volume examines the claim that computer games can provide better literacy and learning environments than schools. Using case-studies in the US at the beginning of the twenty-first century and the words and observations of individual gamers, the book offers historical and cultural analyses of their literacy development, practices and values.