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02916aam a2200421 i 4500 001 70A34BC0961911E8A89F3E0097128E48 003 SILO 005 20180802010035 008 170103s2017 mnua b s001 0 eng 010 $a 2016043311 020 $a 1517900697 020 $a 9781517900694 020 $a 1517900689 020 $a 9781517900687 040 $a DLC $b eng $e rda $c DLC $d OCLCQ $d BDX $d BTCTA $d YDX $d OCLCQ $d MNE $d YDX $d OCLCO $d IGA $d OCLCQ $d SLR $d SILO 042 $a pcc 050 00 $a GV1469.34.P79 $b C44 2017 082 00 $a 794.8 $2 23 100 1 $a Chess, Shira, $e author. 245 10 $a Ready player two : $b women gamers and designed identity / $c Shira Chess. 264 1 $a Minneapolis, MN : $b University of Minnesota Press, $c [2017] 300 $a xiii, 223 pages : $b illustrations ; $c 22 cm 520 $a "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 -- specifically marketed to women -- the video game 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 assumptions implicit in video games designed for women and their impact on gaming culture and the larger society. With Player Two, the video game industry has designed specifically for the feminine ideal: white, middle class, heterosexual, cisgendered, and abled. Drawing on categories from time management and caregiving to social networking, consumptions, and bodies, Chess examines how games have been engineered to shape normative ideas about women and leisure"-- $c Provided by publisher. 504 $a Includes bibliographical references and index. 505 0 $a Introduction: contextualizing player two -- Playing with identity -- Playing with time -- Playing with emotions -- Playing with consumption -- Playing with bodies -- Conclusion: the playful is political. 583 0 $3 cover $a housed $c 20180521 $x Colibri $2 pda $5 MCR-S 650 0 $a Women video gamers $x Psychology. 650 0 $a Video games $x Psychological aspects. $x Psychological aspects. 650 0 $a Women $x Identity. 650 7 $a GAMES & ACTIVITIES $x Video & Electronic. $2 bisacsh 650 7 $a SOCIAL SCIENCE $x Media Studies. $2 bisacsh 650 7 $a SOCIAL SCIENCE $x Women's Studies. $2 bisacsh 776 08 $i Online version: $a Chess, Shira. $t Ready player two. $d Minneapolis, MN : University of Minnesota Press, [2017] $z 9781452954998 $w (DLC) 2017005360 941 $a 2 952 $l HWAX074 $d 20180926012738.0 952 $l UQAX771 $d 20180802011457.0 956 $a http://locator.silo.lib.ia.us/search.cgi?index_0=id&term_0=70A34BC0961911E8A89F3E0097128E48 994 $a C0 $b JIDInitiate Another SILO Locator Search