Diversifying Barbie and Mortal Kombat: intersectional perspectives and inclusive designs in gaming
In Diversifying Barbie and Mortal Kombat, the third edited volume in the series that includes From Barbie to Mortal Kombat and Beyond Barbie and Mortal Kombat, we expand the discussions on gender, race, and sexuality in gaming. We include intersectional perspectives on the experiences of diverse pla...
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Weitere Verfasser: | , , |
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Format: | Buch |
Sprache: | English |
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Pittsburgh
Carnegie Mellon: ETC Press
[2016]
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Schlagworte: | |
Zusammenfassung: | In Diversifying Barbie and Mortal Kombat, the third edited volume in the series that includes From Barbie to Mortal Kombat and Beyond Barbie and Mortal Kombat, we expand the discussions on gender, race, and sexuality in gaming. We include intersectional perspectives on the experiences of diverse players, non-players and designers and promote inclusive designs for broadening access and participation in gaming, design and development. Contributors from media studies, gender studies, game studies, educational design, learning sciences, computer science, and game development examine who plays, how they play, where and what they play, why they play (or choose not to play), and with whom they play. This volume further explores how we can diversify access, participation and design for more inclusive play and learning |
Beschreibung: | viii, 310 Seiten Illustrationen 25 cm |
ISBN: | 9781365830266 1365830268 9781365268830 1365268837 |
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505 | 8 | |a The need for intersectional perspectives and inclusive designs in gaming / by Yasmin Kafai, Gabriela Richard and Brendesha Tynes -- Part I. Understanding Gamergate and the backlash against activism. 1. Press F to revolt: on the gamification of online activism / by Katherine Cross ; 2. "Putting our hearts into it": Gaming's many social justice warriors and the quest for accessible games / by Lisa Nakamura ; 3. Women in defense of videogames / by Constance Steinkuehler -- | |
505 | 8 | |a Part II. Investigating gender and race in gaming. 4. Solidarity is for white women in gaming: Using critical discourse analysis to examine gendered alliances and racialized discords in an online gaming forum / by Kishonna L. Gray ; 5. At the intersections of play: Intersecing and diverging experiences across gender, identity, race and sexuality in game culture / by Gabriela T. Richard ; 6. Understanding gaming and gender within the everyday Lives of Mexican-American family homes / by Sinem Siyahhan and Elisabeth Gee ; 7. Gaming masculinity: Constructing masculinity with video games / by Betsy DiSalvo ; 8. "Everything I know about this game suggests I should avoid it at all costs": Non-player perceptions about EVE Online / by Kelly Bergstrom -- | |
505 | 8 | |a Part III. Participating (or not) in the gaming industry. 9. Black and female in tech: An intersectional guide for intersectional people / by Shana T. Bryant ; 10. Need to succeed: Women share their reasons to be in game industry / by Amanda Ochsner ; 11. A game industry beyond diversity: Systemic barriers to participation for women in South Korea / by Florence M. Chee -- Part IV. Promoting public discussions. 12. Design for the margins: Creating an inclusive space at the Different Games Conference / by Sarah Schoemann and Mariam Asad ; 13. Gamer-hate and the "Problem" of women: Feminism in games / by Jennifer Jenson and Suzanne de Castell ; 14. Curating for diversity: Works, spaces and people / by Celia Pearce -- | |
505 | 8 | |a Part V. Supporting diversity in game design. 15. Shifting implicit biases with games using psychology: The embedded design approach / by Mary Flanagan and Geoff Kaufman ; 16. Playing with gender: Promoting representational diversity with dress-up, cross-dressing and drag in games / by Emma Westecott ; 17. Are gamers ready for gay love? Improving romance in games / by Heidi McDonald -- Part VI. Advancing serious gaming. 18. Gender, games and computing: Expanding participation and interest in constructionist gaming / by Yasmin B. Kafai ; 19. Admission is the mission: How first generation students approach learning about college through games / by Zoë B. Corwin and Robert Danielson ; 20. Sex Ed 2.0: A framework for positive sexuality in serious games / by Gina Lepore and Jill Denne | |
520 | 3 | |a In Diversifying Barbie and Mortal Kombat, the third edited volume in the series that includes From Barbie to Mortal Kombat and Beyond Barbie and Mortal Kombat, we expand the discussions on gender, race, and sexuality in gaming. We include intersectional perspectives on the experiences of diverse players, non-players and designers and promote inclusive designs for broadening access and participation in gaming, design and development. Contributors from media studies, gender studies, game studies, educational design, learning sciences, computer science, and game development examine who plays, how they play, where and what they play, why they play (or choose not to play), and with whom they play. This volume further explores how we can diversify access, participation and design for more inclusive play and learning | |
653 | 0 | |a Video games / Social aspects | |
653 | 0 | |a Video games / Political aspects | |
653 | 0 | |a Video games / Psychological aspects | |
653 | 0 | |a Video games / Design | |
653 | 0 | |a Masculinity in popular culture | |
653 | 0 | |a Women in popular culture | |
653 | 0 | |a Racism in popular culture | |
653 | 0 | |a Video games / Moral and ethical aspects | |
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contents | The need for intersectional perspectives and inclusive designs in gaming / by Yasmin Kafai, Gabriela Richard and Brendesha Tynes -- Part I. Understanding Gamergate and the backlash against activism. 1. Press F to revolt: on the gamification of online activism / by Katherine Cross ; 2. "Putting our hearts into it": Gaming's many social justice warriors and the quest for accessible games / by Lisa Nakamura ; 3. Women in defense of videogames / by Constance Steinkuehler -- Part II. Investigating gender and race in gaming. 4. Solidarity is for white women in gaming: Using critical discourse analysis to examine gendered alliances and racialized discords in an online gaming forum / by Kishonna L. Gray ; 5. At the intersections of play: Intersecing and diverging experiences across gender, identity, race and sexuality in game culture / by Gabriela T. Richard ; 6. Understanding gaming and gender within the everyday Lives of Mexican-American family homes / by Sinem Siyahhan and Elisabeth Gee ; 7. Gaming masculinity: Constructing masculinity with video games / by Betsy DiSalvo ; 8. "Everything I know about this game suggests I should avoid it at all costs": Non-player perceptions about EVE Online / by Kelly Bergstrom -- Part III. Participating (or not) in the gaming industry. 9. Black and female in tech: An intersectional guide for intersectional people / by Shana T. Bryant ; 10. Need to succeed: Women share their reasons to be in game industry / by Amanda Ochsner ; 11. A game industry beyond diversity: Systemic barriers to participation for women in South Korea / by Florence M. Chee -- Part IV. Promoting public discussions. 12. Design for the margins: Creating an inclusive space at the Different Games Conference / by Sarah Schoemann and Mariam Asad ; 13. Gamer-hate and the "Problem" of women: Feminism in games / by Jennifer Jenson and Suzanne de Castell ; 14. Curating for diversity: Works, spaces and people / by Celia Pearce -- Part V. Supporting diversity in game design. 15. Shifting implicit biases with games using psychology: The embedded design approach / by Mary Flanagan and Geoff Kaufman ; 16. Playing with gender: Promoting representational diversity with dress-up, cross-dressing and drag in games / by Emma Westecott ; 17. Are gamers ready for gay love? Improving romance in games / by Heidi McDonald -- Part VI. Advancing serious gaming. 18. Gender, games and computing: Expanding participation and interest in constructionist gaming / by Yasmin B. Kafai ; 19. Admission is the mission: How first generation students approach learning about college through games / by Zoë B. Corwin and Robert Danielson ; 20. Sex Ed 2.0: A framework for positive sexuality in serious games / by Gina Lepore and Jill Denne |
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discipline | Informatik |
discipline_str_mv | Informatik |
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illustrated | Illustrated |
index_date | 2024-07-03T18:54:50Z |
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language | English |
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physical | viii, 310 Seiten Illustrationen 25 cm |
publishDate | 2016 |
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publisher | Carnegie Mellon: ETC Press |
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spelling | Diversifying Barbie and Mortal Kombat intersectional perspectives and inclusive designs in gaming Yasmin B. Kafai, Gabriela T. Richard, and Brendesha M. Tynes, editors Pittsburgh Carnegie Mellon: ETC Press [2016] viii, 310 Seiten Illustrationen 25 cm txt rdacontent n rdamedia nc rdacarrier The need for intersectional perspectives and inclusive designs in gaming / by Yasmin Kafai, Gabriela Richard and Brendesha Tynes -- Part I. Understanding Gamergate and the backlash against activism. 1. Press F to revolt: on the gamification of online activism / by Katherine Cross ; 2. "Putting our hearts into it": Gaming's many social justice warriors and the quest for accessible games / by Lisa Nakamura ; 3. Women in defense of videogames / by Constance Steinkuehler -- Part II. Investigating gender and race in gaming. 4. Solidarity is for white women in gaming: Using critical discourse analysis to examine gendered alliances and racialized discords in an online gaming forum / by Kishonna L. Gray ; 5. At the intersections of play: Intersecing and diverging experiences across gender, identity, race and sexuality in game culture / by Gabriela T. Richard ; 6. Understanding gaming and gender within the everyday Lives of Mexican-American family homes / by Sinem Siyahhan and Elisabeth Gee ; 7. Gaming masculinity: Constructing masculinity with video games / by Betsy DiSalvo ; 8. "Everything I know about this game suggests I should avoid it at all costs": Non-player perceptions about EVE Online / by Kelly Bergstrom -- Part III. Participating (or not) in the gaming industry. 9. Black and female in tech: An intersectional guide for intersectional people / by Shana T. Bryant ; 10. Need to succeed: Women share their reasons to be in game industry / by Amanda Ochsner ; 11. A game industry beyond diversity: Systemic barriers to participation for women in South Korea / by Florence M. Chee -- Part IV. Promoting public discussions. 12. Design for the margins: Creating an inclusive space at the Different Games Conference / by Sarah Schoemann and Mariam Asad ; 13. Gamer-hate and the "Problem" of women: Feminism in games / by Jennifer Jenson and Suzanne de Castell ; 14. Curating for diversity: Works, spaces and people / by Celia Pearce -- Part V. Supporting diversity in game design. 15. Shifting implicit biases with games using psychology: The embedded design approach / by Mary Flanagan and Geoff Kaufman ; 16. Playing with gender: Promoting representational diversity with dress-up, cross-dressing and drag in games / by Emma Westecott ; 17. Are gamers ready for gay love? Improving romance in games / by Heidi McDonald -- Part VI. Advancing serious gaming. 18. Gender, games and computing: Expanding participation and interest in constructionist gaming / by Yasmin B. Kafai ; 19. Admission is the mission: How first generation students approach learning about college through games / by Zoë B. Corwin and Robert Danielson ; 20. Sex Ed 2.0: A framework for positive sexuality in serious games / by Gina Lepore and Jill Denne In Diversifying Barbie and Mortal Kombat, the third edited volume in the series that includes From Barbie to Mortal Kombat and Beyond Barbie and Mortal Kombat, we expand the discussions on gender, race, and sexuality in gaming. We include intersectional perspectives on the experiences of diverse players, non-players and designers and promote inclusive designs for broadening access and participation in gaming, design and development. Contributors from media studies, gender studies, game studies, educational design, learning sciences, computer science, and game development examine who plays, how they play, where and what they play, why they play (or choose not to play), and with whom they play. This volume further explores how we can diversify access, participation and design for more inclusive play and learning Video games / Social aspects Video games / Political aspects Video games / Psychological aspects Video games / Design Masculinity in popular culture Women in popular culture Racism in popular culture Video games / Moral and ethical aspects Kafai, Yasmin B. (DE-588)1135976031 edt Richard, Gabriela T. edt Tynes, Brendesha M. (DE-588)1159730369 edt Erscheint auch als Online-Ausgabe 978-1-365-83913-9 |
spellingShingle | Diversifying Barbie and Mortal Kombat intersectional perspectives and inclusive designs in gaming The need for intersectional perspectives and inclusive designs in gaming / by Yasmin Kafai, Gabriela Richard and Brendesha Tynes -- Part I. Understanding Gamergate and the backlash against activism. 1. Press F to revolt: on the gamification of online activism / by Katherine Cross ; 2. "Putting our hearts into it": Gaming's many social justice warriors and the quest for accessible games / by Lisa Nakamura ; 3. Women in defense of videogames / by Constance Steinkuehler -- Part II. Investigating gender and race in gaming. 4. Solidarity is for white women in gaming: Using critical discourse analysis to examine gendered alliances and racialized discords in an online gaming forum / by Kishonna L. Gray ; 5. At the intersections of play: Intersecing and diverging experiences across gender, identity, race and sexuality in game culture / by Gabriela T. Richard ; 6. Understanding gaming and gender within the everyday Lives of Mexican-American family homes / by Sinem Siyahhan and Elisabeth Gee ; 7. Gaming masculinity: Constructing masculinity with video games / by Betsy DiSalvo ; 8. "Everything I know about this game suggests I should avoid it at all costs": Non-player perceptions about EVE Online / by Kelly Bergstrom -- Part III. Participating (or not) in the gaming industry. 9. Black and female in tech: An intersectional guide for intersectional people / by Shana T. Bryant ; 10. Need to succeed: Women share their reasons to be in game industry / by Amanda Ochsner ; 11. A game industry beyond diversity: Systemic barriers to participation for women in South Korea / by Florence M. Chee -- Part IV. Promoting public discussions. 12. Design for the margins: Creating an inclusive space at the Different Games Conference / by Sarah Schoemann and Mariam Asad ; 13. Gamer-hate and the "Problem" of women: Feminism in games / by Jennifer Jenson and Suzanne de Castell ; 14. Curating for diversity: Works, spaces and people / by Celia Pearce -- Part V. Supporting diversity in game design. 15. Shifting implicit biases with games using psychology: The embedded design approach / by Mary Flanagan and Geoff Kaufman ; 16. Playing with gender: Promoting representational diversity with dress-up, cross-dressing and drag in games / by Emma Westecott ; 17. Are gamers ready for gay love? Improving romance in games / by Heidi McDonald -- Part VI. Advancing serious gaming. 18. Gender, games and computing: Expanding participation and interest in constructionist gaming / by Yasmin B. Kafai ; 19. Admission is the mission: How first generation students approach learning about college through games / by Zoë B. Corwin and Robert Danielson ; 20. Sex Ed 2.0: A framework for positive sexuality in serious games / by Gina Lepore and Jill Denne |
title | Diversifying Barbie and Mortal Kombat intersectional perspectives and inclusive designs in gaming |
title_auth | Diversifying Barbie and Mortal Kombat intersectional perspectives and inclusive designs in gaming |
title_exact_search | Diversifying Barbie and Mortal Kombat intersectional perspectives and inclusive designs in gaming |
title_exact_search_txtP | Diversifying Barbie and Mortal Kombat intersectional perspectives and inclusive designs in gaming |
title_full | Diversifying Barbie and Mortal Kombat intersectional perspectives and inclusive designs in gaming Yasmin B. Kafai, Gabriela T. Richard, and Brendesha M. Tynes, editors |
title_fullStr | Diversifying Barbie and Mortal Kombat intersectional perspectives and inclusive designs in gaming Yasmin B. Kafai, Gabriela T. Richard, and Brendesha M. Tynes, editors |
title_full_unstemmed | Diversifying Barbie and Mortal Kombat intersectional perspectives and inclusive designs in gaming Yasmin B. Kafai, Gabriela T. Richard, and Brendesha M. Tynes, editors |
title_short | Diversifying Barbie and Mortal Kombat |
title_sort | diversifying barbie and mortal kombat intersectional perspectives and inclusive designs in gaming |
title_sub | intersectional perspectives and inclusive designs in gaming |
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