Feminism in Play.
Material type:
TextSeries: Publisher: Cham : Springer International Publishing AG, 2018Copyright date: ©2018Edition: 1st edDescription: 1 online resource (274 pages)Content type: - text
- computer
- online resource
- 9783319905396
- 794.8082
Intro -- Acknowledgements -- Contents -- Notes on Contributors -- List of Figures -- 1: Introduction: Reframing Hegemonic Conceptions of Women and Feminism in Gaming Culture -- Patriarchy and Power in Games -- Bibliography -- Part I: Neither Virgin Nor Vixen: Representations of Women -- 2: Women by Women: A Gender Analysis of Sierra Titles by Women Designers -- Background and Definitions -- Jane Jensen's Gabriel Knight: Saying Is Not Doing -- Lori Cole's Quest for Glory I: Restoring the Patriarchy -- Roberta Williams's Kings Quest: Learning to Be Feminist -- Roberta Williams's Phantasmagoria: A Feminist Allegory -- Conclusions -- Bibliography -- 3: The Material Undermining of Magical Feminism in BioShock Infinite: Burial at Sea -- Elizabeth the Magical Feminist -- Agonistic Engines and Logics -- Conclusion -- Bibliography -- 4: From Sirens to Cyborgs: The Media Politics of the Female Voice in Games and Game Cultures -- Embodiment/Physicality -- Vocal (cis)-cipline -- Technologizing the Voice -- Disembodiment -- Gender Coding and Voice Typologies -- Female Masculinity/Joan of Arc -- The Service Voice/Sexy Female Robot -- The Scream Queen/Damsel in Distress -- Transgressions/Transformations -- The Public Voice of Women -- Bibliography -- 5: The Magnificent Memory Machine: The Nancy Drew Series and Female History -- Heroine of Her Time(s) -- Discovering the Historical Woman -- I've Always Been the Queen: Nancy's Female Foils -- Conclusion -- Bibliography -- 6: The Sexual Politics of Video Game Graphics -- Understanding the Patriarchal Legacy of Video Game Culture: Developer Demographics, Market Demand, and Platform Design -- From Action to Object: The Evolution of the Visual Pleasure of Video Game Play -- The Sexual Obsession with Polygons -- Conclusion: A Crisis of Technical Imagination -- Bibliography -- Part II: All Made Up: Gendering Assemblages.
7: Women's Experiences on the Path to a Career in Game Development -- The Career Pipeline of Game Development -- Exposure and Access -- Education and Training -- Sustained Career in the Field -- Discussion -- Conclusion -- Bibliography -- 8: Rule Makers vs. Rule Breakers: The Impact of Legislative Policies on Women Game Developers in the Japanese Game Industry -- Method -- Issues with Women's Employment in the Japanese Game Industry -- Legislative Policies and Education Reforms -- Cultural Norms, Women, and Technology -- Bibliography -- 9: Sexism and the Wow Girl: A Study of Perceptions of Women in World of Warcraft -- Machismo and Women's Resistance in the Brazilian History -- Sexuality in Game Culture and the Emergence of WoW Girl -- Sexism in WoW Girl -- Methodology -- The Sexuality In-game and Out-game -- Final Considerations -- Bibliography -- 10: With Great Power Comes Great Responsibility: Video Game Live Streaming and Its Potential Risks and Benefits for Female Gamers -- How Does Streaming on Twitch Work? -- Trying to Get a Theoretical Handle on Twitch -- What Is Different About Female Streamers? -- Case Study: Spotlight on Three Female Streamers -- Alinity -- Hafu -- SeriouslyClara -- (Mis)Representation Matters? -- Bibliography -- Part III: Beyond Feminization: Gaming and Social Futures -- 11: Doing/Undoing Gender with the Girl Gamer in High-Performance Play -- Productions of Femininity and the Gendering of High-Performance Play -- Doing Femininity in Esports -- On Serious Networked Gender Trouble -- Behind the Scenes: Tacit Safety-Work Practices -- Playing as Others: On Difference and Techniques of Erasure -- Esports for All, Accountability, and Networked Caretaking -- Complicating the Girl Gamer and Extending Athletic Beauty -- During the Scenes: Doing Expertise, Doing Gender -- Doing Gender in Public: Teams.
Doing Gender in Public: Single-Player Games -- Scene Productions: All Female-Tournaments and Institutional Practices -- Conclusion -- Bibliography -- 12: The Magic Circle and Consent in Gaming Practices -- Play as Sex/Sex as Play -- "I'll Just Watch" -- Scoring -- The Magic Circle -- Bursting the Bubble -- Contemporary Play Practices and the Magic Circle -- Talking Trash -- Subversive and Deviant Play -- Rape -- Conclusion: Developing Critical Consent for Gamers -- Bibliography -- 13: Shoot the Gun Inside: Doubt and Feminist Epistemology in Video Games -- Method and Theoretical Basis: Taking Up Space Through Feminist Narrative Autoethnography -- Subversion, Doubt, and Gaming: Two Narratives -- Advancing a Reframed Narrative: Doubt as a Filter for Future Feminist Knowledge-Seeking -- Bibliography -- 14: Women Agents and Double-Agents: Theorizing Feminine Gaze in Video Games -- Contending with the Legacy of Male Gaze -- Toward a Theory of Feminine Gaze in Video Games -- The Active, Gazing Feminine (Double-)Agent: Ada Wong and Resident Evil 6 -- Conclusion -- Bibliography -- 15: Feminism and Gameplay Performance -- The Politics of Pleasure -- Feminist Games? -- Approaches to a feminist text -- Feminist Interventions in Game Form -- Feminism in Theatre -- Gameplay Performance -- A Performance Approach -- Performance and Performativity -- Learning from Art Practices -- Bibliography -- Index.
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Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2025. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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