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OverviewShira Chess uses the concept of ""Player Two"" toexamine the assumptions implicit in video games designed for women and how theyhave impacted gaming culture and the larger society. Ready Player Two presentsimportant arguments about how gamers and game developers must change theirthinking about both women and games to produce better games, better audiences,and better industry practices. Full Product DetailsAuthor: Shira ChessPublisher: University of Minnesota Press Imprint: University of Minnesota Press Dimensions: Width: 14.00cm , Height: 2.50cm , Length: 21.60cm ISBN: 9781517900694ISBN 10: 1517900697 Pages: 240 Publication Date: 01 October 2017 Audience: Professional and scholarly , Professional and scholarly , Professional & Vocational , Professional & Vocational Format: Paperback Publisher's Status: Active Availability: Temporarily unavailable ![]() The supplier advises that this item is temporarily unavailable. It will be ordered for you and placed on backorder. Once it does come back in stock, we will ship it out to you. Table of ContentsReviewsReady Player Two takes an important critical look at games designed for women, a market and area of games that have too long been overlooked in games scholarship. In this book, Shira Chess unpacks the assumptions made about women in how these games are designed and identifies the broader cultural and commercial impacts of these games. --Adrienne Shaw, author of Gaming at the Edge Ready Player Two presents a groundbreaking look at 'designed identities' in gaming. Shira Chess explores how constructions of gender--from emotional labor to embodiment--are embedded in playful systems. This is an important book for anyone interested in understanding not only in this emerging leisure domain, but the role of design and technology in these spaces. --T.L. Taylor, MIT Ready Player Two takes an important critical look at games designed for women, a market and area of games that have too long been overlooked in games scholarship. In this book, Shira Chess unpacks the assumptions made about women in how these games are designed and identifies the broader cultural and commercial impacts of these games. -Adrienne Shaw, author of Gaming at the Edge Ready Player Two presents a groundbreaking look at 'designed identities' in gaming. Shira Chess explores how constructions of gender-from emotional labor to embodiment-are embedded in playful systems. This is an important book for anyone interested in understanding not only in this emerging leisure domain, but the role of design and technology in these spaces. -T.L. Taylor, MIT Discussing why women play what we play, and how we are understood as players, pushes the industry to treat women not as a genre, but a diverse audience. Ready Player Two moves us closer to the mark. -New Republic A vital step forward in the field of games studies, and will resonate strongly in wider critical arguments about gendered play and leisure activities. -Times Higher Education Chess's analysis is thought provoking, informed by her understanding of the genre both as a member of its target audience and as a critical feminist theorist. -Choice Discussing why women play what we play, and how we are understood as players, pushes the industry to treat women not as a genre, but a diverse audience. Ready Player Two moves us closer to the mark. -New Republic A vital step forward in the field of games studies, and will resonate strongly in wider critical arguments about gendered play and leisure activities. -Times Higher Education Chess's analysis is thought provoking, informed by her understanding of the genre both as a member of its target audience and as a critical feminist theorist. -Choice Ready Player Two takes an important critical look at games designed for women, a market and area of games that have too long been overlooked in games scholarship. In this book, Shira Chess unpacks the assumptions made about women in how these games are designed and identifies the broader cultural and commercial impacts of these games. -Adrienne Shaw, author of Gaming at the Edge Ready Player Two presents a groundbreaking look at `designed identities' in gaming. Shira Chess explores how constructions of gender-from emotional labor to embodiment-are embedded in playful systems. This is an important book for anyone interested in understanding not only in this emerging leisure domain, but the role of design and technology in these spaces. -T.L. Taylor, MIT Author InformationShira Chess is assistant professor of entertainment and media studies at the University of Georgia in the Grady College of Journalism and Mass Communication. Tab Content 6Author Website:Countries AvailableAll regions |