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Children, Gender, Video Games

Children, Gender, Video Games
Author: Valerie Walkerdine
Publisher: Palgrave MacMillan
Total Pages: 256
Release: 2007-02-15
Genre: Education
ISBN:

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Placing gender at the center of the debate about young children and multimedia, particularly video games, this, now available in paperback, book develops a relational approach to game play using. The book explores issues of violence and parental regulation and argues that economic relations are central to the micro-relations of playing.


Children, Gender, Video Games

Children, Gender, Video Games
Author: V. Walkerdine
Publisher: Springer
Total Pages: 242
Release: 2007-02-15
Genre: Education
ISBN: 0230235379

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Placing gender at the centre of the debate about young children and multimedia, particularly video games, the book develops a relational approach to game play using an account of affect. The book explores central issues of violence and parental regulation and argues that economic relations are not remote from the micro relations of playing.


From Barbie® to Mortal Kombat

From Barbie® to Mortal Kombat
Author: Justine Cassell
Publisher: MIT Press
Total Pages: 400
Release: 2000-02-28
Genre: Social Science
ISBN: 9780262531689

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Girls and computer games—and the movement to overcome the stereotyping that dominates the toy aisles. Many parents worry about the influence of video games on their children's lives. The game console may help to prepare children for participation in the digital world, but at the same time it socializes boys into misogyny and excludes girls from all but the most objectified positions. The new "girls' games" movement has addressed these concerns. Although many people associate video games mainly with boys, the girls games' movement has emerged from an unusual alliance between feminist activists (who want to change the "gendering" of digital technology) and industry leaders (who want to create a girls' market for their games). The contributors to From Barbie® to Mortal Kombat explore how assumptions about gender, games, and technology shape the design, development, and marketing of games as industry seeks to build the girl market. They describe and analyze the games currently on the market and propose tactical approaches for avoiding the stereotypes that dominate most toy store aisles. The lively mix of perspectives and voices includes those of media and technology scholars, educators, psychologists, developers of today's leading games, industry insiders, and girl gamers. Contributors Aurora, Dorothy Bennett, Stephanie Bergman, Cornelia Brunner, Mary Bryson, Lee McEnany Caraher, Justine Cassell, Suzanne de Castell, Nikki Douglas, Theresa Duncan, Monica Gesue, Michelle Goulet, Patricia Greenfield, Margaret Honey, Henry Jenkins, Cal Jones, Yasmin Kafai, Heather Kelley, Marsha Kinder, Brenda Laurel, Nancie Martin, Aliza Sherman, Kaveri Subrahmanyam


Examining Gender Bias in Children's Video Games

Examining Gender Bias in Children's Video Games
Author: Lisa N. Roach
Publisher:
Total Pages: 78
Release: 2014
Genre: Sex discrimination
ISBN:

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Boys play more video games than girls. After examining differences in cognitive and social constructs that influence gameplay, we discovered that if a person starts playing video games at a young age they are more likely to continue to play into adulthood than someone who does not start playing as a child. After identifying sexualization, violence, and the social aspects of the games as important characteristics that determine if a girl would enjoy playing a game or not, we conducted a survey of 48 Everyone-rated video games. With our survey, we examined these constructs to determine if children' games tend to be more appealing for boys than girls. We found that while overt examples of violence and sexism are rare, all games studied featured a majority of male characters and had very little relationship building components that girls enjoy.


Women and Video Game Modding

Women and Video Game Modding
Author: Bridget Whelan
Publisher: McFarland
Total Pages: 217
Release: 2020-01-24
Genre: Games & Activities
ISBN: 1476667438

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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 the games. "Modders" alter the appearance of characters, rewrite scenes and epilogues, enhance or add love scenes and create fairy tale happy endings. This is a collection of new essays on 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.


Unschooling To University

Unschooling To University
Author: Judy L. Arnall
Publisher: Professional Parenting
Total Pages: 385
Release: 2018-09-21
Genre: Family & Relationships
ISBN: 1775178609

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School is one option for education; homeschooling is the second, and unschooling is the third. Many parents are frustrated by the school system, perhaps because of bullying, crowded classrooms, and outdated, dull, online courses. Disengaged learners that have no say in their coerced curriculum tend to act out, tune out, or drop out. Education must change and unschooling is the fastest-growing alternative method of learning. Two decades ago, students registered with their local school based on their house address. Now, with the internet, students are borderless. Learning can occur anywhere, anytime, anyway and from anyone-including self-taught. Self-directing their education, unschoolers learn through: - Play - Projects - Reading - Volunteering - Video games - Sports - Mentorship - Travel - Life This book explores the path of 30 unschooled children who self-directed all or part of their education and were accepted by universities, colleges, and other postsecondary schools. Most have already graduated. What children need most are close relationships-parents, teachers, siblings, relatives, coaches, and mentors within a wider community, not just within an institutional school. Educational content is everywhere. Caring relationships are not. Families that embrace unschooling, do not have to choose between a quality education and a relaxed, connected family lifestyle. They can have both.


Fair Play?

Fair Play?
Author: Christina R. Glaubke
Publisher:
Total Pages: 32
Release: 2002*
Genre: Computer games
ISBN:

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Encyclopedia of Gender and Society

Encyclopedia of Gender and Society
Author: Jodi O'Brien
Publisher: SAGE
Total Pages: 1033
Release: 2009
Genre: Social Science
ISBN: 1412909163

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Provides timely comparative analysis from internationally known contributors.


Play like a Feminist.

Play like a Feminist.
Author: Shira Chess
Publisher: MIT Press
Total Pages: 182
Release: 2020-08-18
Genre: Games & Activities
ISBN: 0262360446

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An important new voice provides a riveting look at why video games need feminism and why all of us should make space for more play in our lives. "You play like a girl": it's meant to be an insult, accusing a player of subpar, un-fun playing. If you're a girl, and you grow up, do you "play like a woman"--whatever that means? In this provocative and enlightening book, Shira Chess urges us to play like feminists. Furthermore, she urges us to play video games like feminists. Playing like a feminist is empowering and disruptive; it exceeds the boundaries of gender yet still advocates for gender equality. Feminism need video games as much as video games need feminism.