Item Details

Ready Player Two: Women Gamers and Designed Identity

Shira Chess
Format
EBook; Book; Online
Published
Minneapolis : University of Minnesota Press, 2018.
Language
English
ISBN
9781452957722
Target Audience
Specialized
Summary
Since the mid-2000s, an increasing number of video games have been designed for women audiences. The market is tenuous, and has grown in spurts, but has resulted in a reality where roughly half of all video game players are now women. What once was considered a masculine domain is currently embedded in a stylistic and economic shift. With this in mind, 'Ready Player Two' is an analysis of video games designed and advertised for women audiences, with the goal of better understanding what is really 'at play' in these games.
Description
1 online resource : illustrations (black and white)
Notes
  • Previously issued in print: 2017.
  • Includes bibliographical references, gameography and index.
Logo for Copyright Not EvaluatedCopyright Not Evaluated
Technical Details
  • Access in Virgo Classic

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    a| Since the mid-2000s, an increasing number of video games have been designed for women audiences. The market is tenuous, and has grown in spurts, but has resulted in a reality where roughly half of all video game players are now women. What once was considered a masculine domain is currently embedded in a stylistic and economic shift. With this in mind, 'Ready Player Two' is an analysis of video games designed and advertised for women audiences, with the goal of better understanding what is really 'at play' in these games.
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    a| Women video gamers x| Psychology.
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