Hot Tubs and Pac-Man: Gender and the Early Video Game Industry in the United States (1950s–1980s)

This work looks at the gendered nature of the US video gaming industry. Although there were attempts to incorporate women into development roles and market towards them as players, the creation of video games and the industry began in a world strongly gendered male. The early 1980s saw a blip of hop...

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Bibliographische Detailangaben
1. Verfasser: McDivitt, Anne Ladyem (VerfasserIn)
Format: Elektronisch E-Book
Sprache:English
Veröffentlicht: München ; Wien De Gruyter Oldenbourg [2020]
© 2020
Schriftenreihe:Video Games and the Humanities Band 1
Schlagworte:
Online-Zugang:DE-1043
DE-1046
DE-858
DE-859
DE-860
DE-473
DE-703
DE-706
DE-739
URL des Erstveröffentlichers
Zusammenfassung:This work looks at the gendered nature of the US video gaming industry. Although there were attempts to incorporate women into development roles and market towards them as players, the creation of video games and the industry began in a world strongly gendered male. The early 1980s saw a blip of hope that the counter-cultural industry focused on fun would begin to include women, but after the video game industry crash, this free-wheeling freedom of the industry ended along with the beginnings of the inclusion of women. Many of the threads that began in the early years continued or have parallels with the modern video game industry. The industry continues to struggle with gender relations in the workplace and with the strongly gendered male demographic that the industry perceives as its main market
Beschreibung:1 Online-Ressource (XII, 136 Seiten)
ISBN:9783110668575
DOI:10.1515/9783110668575

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