Search Results for "gender-inclusive-game-design"

Gender Inclusive Game Design

Gender Inclusive Game Design

Expanding the Market

  • Author: Sheri Graner Ray
  • Publisher: Charles River Media
  • ISBN: 9781584502395
  • Category: Computers
  • Page: 193
  • View: 9748
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Examining the relationship between women and computer games, this intriguing study of the computer gaming industry explains why such games appeal to a predominantly male audience and discusses the differences between male and female entertainment criteria and how to develop better games to attract a broader audience. (Intermediate)

Fundamentals of Game Design

Fundamentals of Game Design

  • Author: Ernest Adams
  • Publisher: New Riders
  • ISBN: 9780132104753
  • Category: Computers
  • Page: 696
  • View: 4189
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To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade

Gender und Gaming

Gender und Gaming

Frauen im Fokus der Games-Industrie

  • Author: Sabine Hahn
  • Publisher: transcript Verlag
  • ISBN: 3839439205
  • Category: Social Science
  • Page: 226
  • View: 5928
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Computerspiele sind aus medienökonomischer Sicht zwar längst ein Massenmedium, in der gesellschaftlichen Wahrnehmung werden sie jedoch tendenziell immer noch als Spielzeug vornehmlich für junge Männer wahrgenommen. Dabei liegt der Anteil derjenigen, die regelmäßig spielen, in Deutschland bei fast 50 Prozent der Bevölkerung - und hiervon sind wiederum ca. 45 Prozent Spielerinnen. Ausgehend von diesem Missverhältnis zwischen gesellschaftlicher Verbreitung und Wahrnehmung rückt Sabine Hahn einerseits aus kulturwissenschaftlicher Perspektive die Spielerinnen in den Fokus und wirft andererseits aus mediensoziologischer bzw. kommunikationswissenschaftlicher Perspektive einen Blick hinter die Kulissen der Games-Industrie.

Escape!

Escape!

Computerspiele als Kulturtechnik

  • Author: Christian Holtorf
  • Publisher: Böhlau Verlag Köln Weimar
  • ISBN: 9783412017064
  • Category: Computer games
  • Page: 294
  • View: 8593
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Ready Player Two

Ready Player Two

Women Gamers and Designed Identity

  • Author: Shira Chess
  • Publisher: U of Minnesota Press
  • ISBN: 1452954992
  • Category: Games & Activities
  • Page: 240
  • View: 9954
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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.

The Journal of Game Development

The Journal of Game Development

  • Author: N.A
  • Publisher: N.A
  • ISBN: N.A
  • Category: Computer games
  • Page: N.A
  • View: 5254
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Videogames

Videogames

  • Author: James Newman
  • Publisher: Routledge
  • ISBN: 1136500413
  • Category: Games & Activities
  • Page: 182
  • View: 3564
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In the few decades since they first blipped their way onto television screens, videogames have become one of the most culturally, socially and economically significant media forms. Newman’s volume considers how we might approach videogames as media texts to be read, experiences to be played and played with, systems and simulations to be decoded and interrogated, and performances to be captured, codified and preserved. The updated second edition examines the emergence of new platforms as well as changing patterns of production and consumption in its analysis of Wii, Xbox 360, PS3 and mobile gaming. The new final chapter explores recent developments in games scholarship with particular focus falling on the study of gameplay as socially situated, ‘lived experience’, and on strategies for game history, heritage and preservation. In drawing attention to the fragility and ephemerality of hardware, software and gameplay, this new edition encourages readers and players not only to consider how games might be studied but also what can, will and should be left behind for the next generation of games researchers.

Selbstreflexivität im Computerspiel

Selbstreflexivität im Computerspiel

theoretische, analytische und funktionale Zugänge zum Phänomen autothematischer Strategien in Games

  • Author: Bernhard Rapp
  • Publisher: N.A
  • ISBN: 9783940317353
  • Category: Computer games
  • Page: 250
  • View: 4308
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Beyond Barbie and Mortal Kombat

Beyond Barbie and Mortal Kombat

New Perspectives on Gender and Gaming

  • Author: Yasmin B. Kafai
  • Publisher: Mit Press
  • ISBN: N.A
  • Category: Computers
  • Page: 371
  • View: 792
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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.

Gender in E-learning and Educational Games

Gender in E-learning and Educational Games

A Reader

  • Author: Sabine Zauchner,Karin Siebenhandl,Michael G. Wagner
  • Publisher: Studienverlag Gesmbh
  • ISBN: 9783706543651
  • Category: Education
  • Page: 327
  • View: 8975
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Dealing with a broad variety of topics in the fields of gender, e-learning, and educational games, this book brings together research and development projects as well as best practice examples. By giving insight into their expertise, the authors of this anthology give a comprehensive picture of the various aspects of recent research and practice in their respective fields. Karin Siebenhandl is a scientific assistant and course director at Danube University, Krems (Austria). Michael Wagner is professor for Technology Enhanced Learning and Multimedia at the Department for Interactive Media and Educational Technology at Danube University, Krems (Austria). Sabine Zauchner, MSc is a scientific assistant and lecturer at the Institute of Psychology at the University of Vienna (Austria).

Works and Days

Works and Days

  • Author: N.A
  • Publisher: N.A
  • ISBN: N.A
  • Category: Arts and society
  • Page: N.A
  • View: 3960
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Emma

Emma

Das Magazin von Frauen für Menschen

  • Author: N.A
  • Publisher: N.A
  • ISBN: N.A
  • Category:
  • Page: N.A
  • View: 8889
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Handbook of Research in the Social Foundations of Education

Handbook of Research in the Social Foundations of Education

  • Author: Steven Tozer,Bernardo P. Gallegos,Annette Henry
  • Publisher: Taylor & Francis
  • ISBN: N.A
  • Category: Education
  • Page: 732
  • View: 3460
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Using analytical methods borrowed from the humanities and social sciences, this book provides critical, interdisciplinary perspectives of teaching and school practices. It provides traditional and emerging theoretical perspectives (or lens) that can be used to view and analyze any educational phenomena.

Visual Arts Research

Visual Arts Research

  • Author: N.A
  • Publisher: N.A
  • ISBN: N.A
  • Category: Art
  • Page: N.A
  • View: 8320
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Game Writing

Game Writing

Narrative Skills for Videogames

  • Author: Chris Mark Bateman
  • Publisher: N.A
  • ISBN: N.A
  • Category: Games & Activities
  • Page: 308
  • View: 9915
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As computer games become more and more like Hollywood productions, the need for good story lines increases. Research shows that stories are highly valued by game players, so today's studios and developers need good writers. This book addresses these issues. It is suitable for both beginners and experienced writers.

Girl Culture

Girl Culture

An Encyclopedia

  • Author: Claudia A. Mitchell,Jacqueline Reid-Walsh
  • Publisher: Greenwood
  • ISBN: 9780313339080
  • Category: Family & Relationships
  • Page: 744
  • View: 1767
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An encyclopedia that analyzes the interaction between girls and mainstream culture provides a series of essays examining girl culture and over two hundred and fifty alphabetically arranged articles examining aspects of that culture.

Feminism in Popular Culture

Feminism in Popular Culture

  • Author: Joanne Hollows,Rachel Moseley
  • Publisher: Bloomsbury Academic
  • ISBN: N.A
  • Category: Social Science
  • Page: 256
  • View: 5927
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What is the relationship between feminism and popular culture? Has there been a "backlash" against feminism, or is feminism incorporated into the mainstream? Can feminism learn from popular culture? This book explores these questions through a diverse range of texts and sites, including: Bridget Jones, African-American music videos, news coverage, radio shows, the Scream trilogy, Sex and the City, hip hop, and more. The book does not assume that popular culture could benefit from a feminist "makeover," instead, it analyzes how different meanings of feminism have been negotiated within popular culture and how popular culture has made sense of feminism.

'Girl power'

'Girl power'

girls reinventing girlhood

  • Author: Dawn Currie,Deirdre M. Kelly,Shauna Pomerantz
  • Publisher: Peter Lang Pub Inc
  • ISBN: N.A
  • Category: Social Science
  • Page: 282
  • View: 8187
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'Girl Power': Girls Reinventing Girlhood examines the identity practices of girls who have grown up in the context of 'girl power' culture. The book asks whether - and which - girls have benefited from this feminist-inspired movement. Can girls truly become anything they want, as suggested by those who claim that the traditional mandate of femininity - compliance to male interests - is a thing of the past? To address such questions, the authors distinguish between 'girlhood' as a cultural ideal, and girls as the embodied agents through which girlhood becomes a social accomplishment. The book identifies significant issues for parents and teachers of girls, and offers suggestions for 'critical social literacy' as a classroom practice that recognizes the ways popular culture mediates young people's understanding of gender. 'Girl Power' will be of interest to researchers of contemporary gender identities, as well as educational professionals and adult girl advocates. It is relevant for students in gender studies and teacher-education courses, as well as graduate student researchers.

The Handbook of Information and Computer Ethics

The Handbook of Information and Computer Ethics

  • Author: Kenneth E. Himma,Herman T. Tavani
  • Publisher: Wiley-Interscience
  • ISBN: 9780471799597
  • Category: Technology & Engineering
  • Page: 704
  • View: 4285
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This handbook provides an accessible overview of the most important issues in information and computer ethics. It covers: foundational issues and methodological frameworks; theoretical issues affecting property, privacy, anonymity, and security; professional issues and the information-related professions; responsibility issues and risk assessment; regulatory issues and challenges; access and equity issues. Each chapter explains and evaluates the central positions and arguments on the respective issues, and ends with a bibliography that identifies the most important supplements available on the topic.

Teaching Video Games

Teaching Video Games

  • Author: James Newman,Barney Oram
  • Publisher: British Film Inst
  • ISBN: N.A
  • Category: Computers
  • Page: 111
  • View: 9189
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This accessible guide provides a stimulating introduction to teaching this new and exciting topic, offering practical and helpful advice on classroom approaches and clear reference to critical and theoretical writing. It links the study of video games to the key concepts, includes detailed case studies of a range of video games, and summarises recent educational research. As with all the guides in this series, this title is supported by additional student materials on dedicated password accessible web pages.