Women and video game modding: essays on gender and the digital community
""The world of video games has long revolved around a subset of its player base-straight, white males aged 18-25. Highly gendered marketing in the late 1990s and early 2000s widened the gap between this perceived base and the actual diverse group who buy video games. Despite reports from t...
Gespeichert in:
Weitere Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Jefferson, North Carolina
McFarland & Company, Inc., Publishers
[2020]
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Schriftenreihe: | Studies in gaming
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Inhaltsverzeichnis |
Zusammenfassung: | ""The world of video games has long revolved around a subset of its player base-straight, white males aged 18-25. Highly gendered marketing in the late 1990s and early 2000s widened the gap between this perceived base and the actual diverse group who buy video games. Despite reports from the Entertainment Software Association that nearly half of gamers identify as female, many developers continue to produce content reflecting this imaginary audience. Many female gamers are in turn modifying games to appeal to players like themselves. "Modders" alter the appearance of characters, rewrite scenes and epilogues, enhance or add love scenes and create fairy tale happy endings. This collection of new essays examines the phenomenon of women and modding, focusing on such titles as Skyrim, Dragon Age, Mass Effect and The Sims. Topics include the relationship between modders and developers, the history of modding, and the relationship between modding and disability, race, sexuality and gender identity."-Provided by publisher"-- |
Beschreibung: | Includes bibliographical references and index |
Beschreibung: | vi, 210 Seiten Illustrationen |
ISBN: | 9781476667430 |
Internformat
MARC
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035 | |a (OCoLC)1183396902 | ||
035 | |a (DE-599)KXP1687379386 | ||
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041 | 0 | |a eng | |
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049 | |a DE-11 | ||
050 | 0 | |a GV1469.34.S52 | |
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084 | |a SKA |q DE-11 |2 fid | ||
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245 | 1 | 0 | |a Women and video game modding |b essays on gender and the digital community |c edited by Bridget Whelan |
264 | 1 | |a Jefferson, North Carolina |b McFarland & Company, Inc., Publishers |c [2020] | |
300 | |a vi, 210 Seiten |b Illustrationen | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
490 | 0 | |a Studies in gaming | |
500 | |a Includes bibliographical references and index | ||
520 | 3 | |a ""The world of video games has long revolved around a subset of its player base-straight, white males aged 18-25. Highly gendered marketing in the late 1990s and early 2000s widened the gap between this perceived base and the actual diverse group who buy video games. Despite reports from the Entertainment Software Association that nearly half of gamers identify as female, many developers continue to produce content reflecting this imaginary audience. Many female gamers are in turn modifying games to appeal to players like themselves. "Modders" alter the appearance of characters, rewrite scenes and epilogues, enhance or add love scenes and create fairy tale happy endings. This collection of new essays examines the phenomenon of women and modding, focusing on such titles as Skyrim, Dragon Age, Mass Effect and The Sims. Topics include the relationship between modders and developers, the history of modding, and the relationship between modding and disability, race, sexuality and gender identity."-Provided by publisher"-- | |
650 | 0 | 7 | |a Geschlechterrolle |0 (DE-588)4071776-8 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Computerspiel |0 (DE-588)4010457-6 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Videospiel |0 (DE-588)4063465-6 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Frau |0 (DE-588)4018202-2 |2 gnd |9 rswk-swf |
653 | 0 | |a Women video gamers | |
653 | 0 | |a Video games / Social aspects | |
653 | 0 | |a Video games / Sex differences | |
655 | 7 | |0 (DE-588)4143413-4 |a Aufsatzsammlung |2 gnd-content | |
689 | 0 | 0 | |a Frau |0 (DE-588)4018202-2 |D s |
689 | 0 | 1 | |a Videospiel |0 (DE-588)4063465-6 |D s |
689 | 0 | |5 DE-604 | |
689 | 1 | 0 | |a Computerspiel |0 (DE-588)4010457-6 |D s |
689 | 1 | 1 | |a Geschlechterrolle |0 (DE-588)4071776-8 |D s |
689 | 1 | |5 DE-604 | |
700 | 1 | |a Whelan, Bridget |4 edt | |
776 | 0 | 8 | |i Erscheint auch als |n Online-Ausgabe |z 978-14766-3854-6 |
856 | 4 | |u https://content.ub.hu-berlin.de/monographs/toc/ethnologie/BV048321273.pdf |3 Inhaltsverzeichnis | |
856 | 4 | 2 | |u https://www.gbv.de/dms/bowker/toc/9781476667430.pdf |v 2020-10-18 |x Aggregator |3 Inhaltsverzeichnis |
943 | 1 | |a oai:aleph.bib-bvb.de:BVB01-033700612 |
Datensatz im Suchindex
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---|---|
adam_text | |
adam_txt | |
any_adam_object | |
any_adam_object_boolean | |
author2 | Whelan, Bridget |
author2_role | edt |
author2_variant | b w bw |
author_facet | Whelan, Bridget |
building | Verbundindex |
bvnumber | BV048321273 |
callnumber-first | G - Geography, Anthropology, Recreation |
callnumber-label | GV1469 |
callnumber-raw | GV1469.34.S52 |
callnumber-search | GV1469.34.S52 |
callnumber-sort | GV 41469.34 S52 |
callnumber-subject | GV - Leisure and Recreation |
classification_rvk | LC 13000 LB 44000 AP 15963 |
ctrlnum | (OCoLC)1183396902 (DE-599)KXP1687379386 |
dewey-full | 794.8082 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8082 |
dewey-search | 794.8082 |
dewey-sort | 3794.8082 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Allgemeines Sport Sozial-/Kulturanthropologie / Empirische Kulturwissenschaft |
discipline_str_mv | Allgemeines Sport Sozial-/Kulturanthropologie / Empirische Kulturwissenschaft |
format | Book |
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institution | BVB |
isbn | 9781476667430 |
language | English |
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spelling | Women and video game modding essays on gender and the digital community edited by Bridget Whelan Jefferson, North Carolina McFarland & Company, Inc., Publishers [2020] vi, 210 Seiten Illustrationen txt rdacontent n rdamedia nc rdacarrier Studies in gaming Includes bibliographical references and index ""The world of video games has long revolved around a subset of its player base-straight, white males aged 18-25. Highly gendered marketing in the late 1990s and early 2000s widened the gap between this perceived base and the actual diverse group who buy video games. Despite reports from the Entertainment Software Association that nearly half of gamers identify as female, many developers continue to produce content reflecting this imaginary audience. Many female gamers are in turn modifying games to appeal to players like themselves. "Modders" alter the appearance of characters, rewrite scenes and epilogues, enhance or add love scenes and create fairy tale happy endings. This collection of new essays examines the phenomenon of women and modding, focusing on such titles as Skyrim, Dragon Age, Mass Effect and The Sims. Topics include the relationship between modders and developers, the history of modding, and the relationship between modding and disability, race, sexuality and gender identity."-Provided by publisher"-- Geschlechterrolle (DE-588)4071776-8 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Videospiel (DE-588)4063465-6 gnd rswk-swf Frau (DE-588)4018202-2 gnd rswk-swf Women video gamers Video games / Social aspects Video games / Sex differences (DE-588)4143413-4 Aufsatzsammlung gnd-content Frau (DE-588)4018202-2 s Videospiel (DE-588)4063465-6 s DE-604 Computerspiel (DE-588)4010457-6 s Geschlechterrolle (DE-588)4071776-8 s Whelan, Bridget edt Erscheint auch als Online-Ausgabe 978-14766-3854-6 https://content.ub.hu-berlin.de/monographs/toc/ethnologie/BV048321273.pdf Inhaltsverzeichnis https://www.gbv.de/dms/bowker/toc/9781476667430.pdf 2020-10-18 Aggregator Inhaltsverzeichnis |
spellingShingle | Women and video game modding essays on gender and the digital community Geschlechterrolle (DE-588)4071776-8 gnd Computerspiel (DE-588)4010457-6 gnd Videospiel (DE-588)4063465-6 gnd Frau (DE-588)4018202-2 gnd |
subject_GND | (DE-588)4071776-8 (DE-588)4010457-6 (DE-588)4063465-6 (DE-588)4018202-2 (DE-588)4143413-4 |
title | Women and video game modding essays on gender and the digital community |
title_auth | Women and video game modding essays on gender and the digital community |
title_exact_search | Women and video game modding essays on gender and the digital community |
title_exact_search_txtP | Women and video game modding essays on gender and the digital community |
title_full | Women and video game modding essays on gender and the digital community edited by Bridget Whelan |
title_fullStr | Women and video game modding essays on gender and the digital community edited by Bridget Whelan |
title_full_unstemmed | Women and video game modding essays on gender and the digital community edited by Bridget Whelan |
title_short | Women and video game modding |
title_sort | women and video game modding essays on gender and the digital community |
title_sub | essays on gender and the digital community |
topic | Geschlechterrolle (DE-588)4071776-8 gnd Computerspiel (DE-588)4010457-6 gnd Videospiel (DE-588)4063465-6 gnd Frau (DE-588)4018202-2 gnd |
topic_facet | Geschlechterrolle Computerspiel Videospiel Frau Aufsatzsammlung |
url | https://content.ub.hu-berlin.de/monographs/toc/ethnologie/BV048321273.pdf https://www.gbv.de/dms/bowker/toc/9781476667430.pdf |
work_keys_str_mv | AT whelanbridget womenandvideogamemoddingessaysongenderandthedigitalcommunity |
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