Women in Gaming: 100 Professionals of Play

Women in Gaming: 100 Professionals of Play PDF Author: Meagan Marie
Publisher: Penguin
ISBN: 0744019931
Category : History
Languages : en
Pages : 354

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Book Description
Women in Gaming: 100 Professionals of Play is a celebration of female accomplishments in the video game industry, ranging from high-level executives to programmers to cosplayers. This insightful and celebratory book highlights women who helped to establish the industry, women who disrupted it, women who fight to diversify it, and young women who will someday lead it. Featuring household names and unsung heroes, each individual profiled is a pioneer in their own right. Key features in this book include: *100 Professionals of Play: Interviews and Special Features with 100 diverse and prominent women highlighting their impact on the gaming industry in the fields of design, programming, animation, marketing, voiceover, and many more. *Pro Tips: Practical and anecdotal advice from industry professionals for young adults working toward a career in the video game industry. *Essays: Short essays covering various topics affecting women in gaming related careers, including "Difficult Women: The Importance of Female Characters Who Go Beyond Being Strong," "NPC: On Being Unseen in the Game Dev Community," and "Motherhood and Gaming: How Motherhood Can Help Rather Than Hinder a Career." *"A Day in the Life of" Features: An inside look at a typical day in the gaming industry across several vocations, including a streamer, a voice actor, and many more.

Women in Gaming: 100 Professionals of Play

Women in Gaming: 100 Professionals of Play PDF Author: Meagan Marie
Publisher: Penguin
ISBN: 0744019931
Category : History
Languages : en
Pages : 354

Get Book

Book Description
Women in Gaming: 100 Professionals of Play is a celebration of female accomplishments in the video game industry, ranging from high-level executives to programmers to cosplayers. This insightful and celebratory book highlights women who helped to establish the industry, women who disrupted it, women who fight to diversify it, and young women who will someday lead it. Featuring household names and unsung heroes, each individual profiled is a pioneer in their own right. Key features in this book include: *100 Professionals of Play: Interviews and Special Features with 100 diverse and prominent women highlighting their impact on the gaming industry in the fields of design, programming, animation, marketing, voiceover, and many more. *Pro Tips: Practical and anecdotal advice from industry professionals for young adults working toward a career in the video game industry. *Essays: Short essays covering various topics affecting women in gaming related careers, including "Difficult Women: The Importance of Female Characters Who Go Beyond Being Strong," "NPC: On Being Unseen in the Game Dev Community," and "Motherhood and Gaming: How Motherhood Can Help Rather Than Hinder a Career." *"A Day in the Life of" Features: An inside look at a typical day in the gaming industry across several vocations, including a streamer, a voice actor, and many more.

Gamers at Work

Gamers at Work PDF Author: Morgan Ramsay
Publisher: Apress
ISBN: 1430233524
Category : Computers
Languages : en
Pages : 345

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Book Description
"Gamers at Work is a critical resource for new and experienced business leaders—for anyone who feels unprepared for the demanding and seemingly insurmountable trials ahead of them." —Peter Molyneux OBE, founder, Lionhead Studios "Gamers at Work explores every imaginable subtlety of the video-game industry through the fascinating stories of those who took the risks and reaped the rewards." —Hal Halpin, president, Entertainment Consumers Association "This is the sort of book that can tear the most hardcore gamers away from their PCs, Macs, or consoles for a few hours of rewarding reading." —North County Times "Gamers at Work is truly an invaluable resource that's well worth adding to your personal library." —Wii Love It There are few companies in the video-game industry that have withstood the test of time; most startups exit as quickly as they enter. In Gamers at Work: Stories Behind the Games People Play, the countless challenges of building successful video-game developers and publishers in this unstable industry are explored through interviews containing entertaining stories, humorous anecdotes, and lessons learned the hard way. Gamers at Work presents an inside look at how 18 industry leaders play the odds, seize opportunities, and transform small businesses into great businesses. Here, in Gamers at Work, you will find their stories replete with their personal struggles, corporate intrigue, and insights into strategy, leadership, and management. Gamers at Work: Explores the formation of entertainment software companies from the perspectives of successful founders who played the odds Provides insight into why experienced professionals sacrifice the comfort of gainful employment for the uncertainty and risk of the startup Shares the experiences and lessons that shape the lives, decisions, and struggles of entrepreneurs in this volatile business As an added bonus, check out Online Game Pioneers at Work, published in 2015, for even more incredible stories from leaders in the mobile space. Featured Entrepreneurs: Trip Hawkins, Electronic Arts (Madden NFL) Nolan Bushnell, Atari (Pong) Wild Bill Stealey, MicroProse Software (Sid Meier's Civilization) Tony Goodman, Ensemble Studios (Age of Empires) Feargus Urquhart, Obsidian Entertainment (Star Wars: Knights of the Old Republic II) Tim Cain, Troika Games (Arcanum, Vampire: the Masquerade—Bloodlines) Warren Spector, Junction Point Studios (Disney Epic Mickey) Doug & Gary Carlston, Broderbund Software (Prince of Persia, Carmen Sandiego) Don Daglow, Stormfront Studios (Neverwinter Nights, Tony La Russa Baseball) John Smedley, Verant Interactive (EverQuest, PlanetSide) Ken Williams, Sierra On-Line (King's Quest, Leisure Suit Larry) Lorne Lanning, Oddworld Inhabitants (Oddworld) Chris Ulm, Appy Entertainment (FaceFighter, Trucks & Skulls) Tobi Saulnier, 1st Playable (Kung Zhu, Yogi Bear) Christopher Weaver, Bethesda Softworks (The Elder Scrolls) Jason Rubin, Naughty Dog (Crash Bandicoot, Uncharted) Ted Price, Insomniac Games (Spyro, Resistance) Other books in the Apress At Work Series: Coders at Work, Seibel, 978-1-4302-1948-4 Venture Capitalists at Work, Shah & Shah, 978-1-4302-3837-9 CIOs at Work, Yourdon, 978-1-4302-3554-5 CTOs at Work, Donaldson, Seigel, & Donaldson, 978-1-4302-3593-4 Founders at Work, Livingston, 978-1-4302-1078-8 European Founders at Work, Santos, 978-1-4302-3906-2 Women Leaders at Work, Ghaffari, 978-1-4302-3729-7 Advertisers at Work, Tuten, 978-1-4302-3828-7

Paid to Play

Paid to Play PDF Author: David S. J. Hodgson
Publisher: Prima Games
ISBN: 9780761552840
Category : Computer games
Languages : en
Pages : 0

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Book Description
Offers a review of employment opportunities in the computer games industry, describing the different types of jobs that are available, the qualifications that are needed, responsibilities, and salary potential.

New Rules of the Game

New Rules of the Game PDF Author: Susan Packard
Publisher: Penguin
ISBN: 0698154797
Category : Business & Economics
Languages : en
Pages : 256

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Book Description
Business is a team sport. Learn how to win. Where would your career be if you could understand how your colleagues--especially men--succeed and win at work? And if, in understanding and applying the rules, you could win, too? In New Rules of the Game, business leader Susan Packard shows you how to cultivate gamesmanship--a strategic way of thinking regularly seen in the video game and sports worlds, and most often among men--that develops creativity, focus, optimism, teamwork, and competitiveness. You'll learn the Ten Rules of Gamesmenship and how to use them effectively to: · Compete outwardly in a healthy, rewarding way · Build support groups to help you advance · Step up with more grit to get the next win · Approach your workplace with more lightness and insight · Take loss in stride and provide the emotional distance needed to win at work Packard shares her career story with humor and candor, including the successes and the mistakes, the triumphs and some personal and career setbacks, and presents them as teachable moments for you. But the book is much bigger that one person’s experience. Packard also shares the stories of other presidents and CEOs who have become great gamers in their own fields, providing you with the insight and inspiration to play the business game smarter, stronger, and more successfully. You will also be better able to coach others, inspiring your team to perform at higher levels as you drive them toward the next win.

Game Devs & Others

Game Devs & Others PDF Author: Tanya DePass
Publisher: CRC Press
ISBN: 1351364146
Category : Computers
Languages : en
Pages : 193

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Book Description
Game Devs & Others: Tales from the Margins tell the true stories of life in the industry by people of color, LGBTQIA and other marginalized identities. This collection of essays give people a chance to tell their stories and to let others know what life on the other side of the screen is like when you’re not part of the supposed “majority”. Key Features This book is perfect for anyone interested in getting into the games industry who feels they have a marginalized identity For those who wish to better diversify their studio or workplace who may or may not have access to individuals that could or would share their stories about the industry Includes initiatives aimed at diversifying the industry that have a positive or negative impact on the ongoing discussions Coverage of ajor news items about diversity, conferences aimed at or having diversity at its core of content and mission are discussed Included essays are written with as little game dev specific jargon as possible, makeing it accessible to people outside the industry as well as those in the scene but that may not have all the insider lingo

Hot Jobs in Video Games

Hot Jobs in Video Games PDF Author: Joe Funk
Publisher: Scholastic Inc.
ISBN: 0545218500
Category : Juvenile Nonfiction
Languages : en
Pages : 130

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Book Description
Every gamer dreams of getting paid to play their favourite video games! But it's not just a dream. There are a ton of amazingly cool jobs in computer and video games, and gamers can learn all about those careers in this book. Packed with basic facts, education suggestions, and interviews with professional gamers, this book is perfect for video game fans everywhere!

Beyond Barbie and Mortal Kombat

Beyond Barbie and Mortal Kombat PDF Author: Yasmin B. Kafai
Publisher: MIT Press
ISBN: 0262516063
Category : Computers
Languages : en
Pages : 398

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Book Description
Girls and women as game players and game designers in the new digital landscape of massively multiplayer online games, “second lives,” “modding,” serious games, and casual games. Ten years after the groundbreaking From Barbie to Mortal Kombat highlighted the ways gender stereotyping and related social and economic issues permeate digital game play, the number of women and girl gamers has risen considerably. Despite this, gender disparities remain in gaming. Women may be warriors in World of Warcraft, but they are also scantily clad “booth babes” whose sex appeal is used to promote games at trade shows. Player-generated content has revolutionized gaming, but few games marketed to girls allow “modding” (game modifications made by players). Gender equity, the contributors to Beyond Barbie and Mortal Kombat argue, requires more than increasing the overall numbers of female players. Beyond Barbie and Mortal Kombat brings together new media theorists, game designers, educators, psychologists, and industry professionals, including some of the contributors to the earlier volume, to look at how gender intersects with the broader contexts of digital games today: gaming, game industry and design, and serious games. The contributors discuss the rise of massively multiplayer online games (MMOs) and the experience of girl and women players in gaming communities; the still male-dominated gaming industry and the need for different perspectives in game design; and gender concerns related to emerging serious games (games meant not only to entertain but also to educate, persuade, or change behavior). In today's game-packed digital landscape, there is an even greater need for games that offer motivating, challenging, and enriching contexts for play to a more diverse population of players. Contributors Cornelia Brunner, Shannon Campe, Justine Cassell, Mia Consalvo, Jill Denner, Mary Flanagan, Janine Fron, Tracy Fullerton, Elisabeth Hayes, Carrie Heeter, Kristin Hughes, Mimi Ito, Henry Jenkins III, Yasmin B. Kafai, Caitlin Kelleher, Brenda Laurel, Nicole Lazzaro, Holin Lin, Jacki Morie, Helen Nissenbaum, Celia Pearce, Caroline Pelletier, Jennifer Y. Sun, T. L. Taylor, Brian Winn, Nick YeeInterviews with Nichol Bradford, Brenda Braithwaite, Megan Gaiser, Sheri Graner Ray, Morgan Romine

Man, Play, and Games

Man, Play, and Games PDF Author: Roger Caillois
Publisher: University of Illinois Press
ISBN: 9780252070334
Category : Games & Activities
Languages : en
Pages : 228

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Book Description
According to Roger Caillois, play is an occasion of pure waste. In spite of this - or because of it - play constitutes an essential element of human social and spiritual development. In this study, the author defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life.

Ready Player Two

Ready Player Two PDF Author: Shira Chess
Publisher: U of Minnesota Press
ISBN: 1452954992
Category : Games & Activities
Languages : en
Pages : 246

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Book Description
Cultural stereotypes to the contrary, approximately half of all video game players are now women. A subculture once dominated by men, video games have become a form of entertainment composed of gender binaries. Supported by games such as Diner Dash, Mystery Case Files, Wii Fit, and Kim Kardashian: Hollywood—which are all specifically marketed toward women—the gamer industry is now a major part of imagining what femininity should look like. In Ready Player Two, media critic Shira Chess uses the concept of “Player Two”—the industry idealization of the female gamer—to examine the assumptions implicit in video games designed for women and how they have impacted gaming culture and the larger society. With Player Two, the video game industry has designed specifically for the feminine ideal: she is white, middle class, heterosexual, cis-gendered, and abled. Drawing on categories from time management and caregiving to social networking, consumption, and bodies, Chess examines how games have been engineered to shape normative ideas about women and leisure. Ready Player Two presents important arguments about how gamers and game developers must change their thinking about both women and games to produce better games, better audiences, and better industry practices. Ultimately, this book offers vital prescriptions for how one of our most powerful entertainment industries must evolve its ideas of women.

Women in E-Sports

Women in E-Sports PDF Author: Meg Marquardt
Publisher: Norwood House Press
ISBN: 1599539667
Category : Juvenile Nonfiction
Languages : en
Pages : 50

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Book Description
Although women are drastically underrepresented in the E-Sports industry, many are working to leave their mark on video game history. Women are making their voices heard by designing games, speaking out about the representation of women in E-Sports, and joining professional teams. Through these efforts, women can make E-Sports more inclusive for everyone.