Game Boys for Play Girls! Volume 2 - Barbara Lippe - Grāmatas - Südwestdeutscher Verlag für Hochschulsch - 9783838104614 - 2009. gada 13. marts
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Game Boys for Play Girls! Volume 2


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The impact of the video game on girlhoods and both Western and Japanese pop culture is scrutinised in this comprehensive exploration of gender and games. This analysis provides an in-depth insight into the presumed differences between girls' and boys' interests, the obstacles that continue to constrain girls' leisure and the video game's role in our popular culture. Gaming is a catalyst for creative energies, encompassing all manner of DIY expressions. Player-created content has always been an important element of gaming. But now, heralded by marketing campaigns, video games are striving to become the new "mainstream" entertainment - including female gamers! For girls, this could serve as a useful entry point into a creative career in this very industry, as playing games very often leads to the wish to create them. The questions discussed are of crucial importance for researchers and game creators alike: how can girls make use of a game's creative potential in order to discover new leisure opportunities, identities, and careers? How can the game world gain access to the female creativity needed to finally turn the game into the universal media phenomenon of our times?

Mediji Grāmatas     Paperback Book   (Grāmata ar mīksto vāku un līmēto muguru)
Izlaists 2009. gada 13. marts
ISBN13 9783838104614
Izdevēji Südwestdeutscher Verlag für Hochschulsch
Lapas 496
Izmēri 150 × 220 × 10 mm   ·   757 g
Valoda Vācu  

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