Feminist and gender media studies: A critical overview

K Mendes, C Carter - Sociology Compass, 2008 - Wiley Online Library
This paper offers a general overview of past, current, and developing issues and debates in
the growing field of gender and feminist media studies. Its main aim is to provide for those …

Media, culture and society: An introduction

P Hodkinson - 2016 - torrossa.com
Untitled Page 1 Page 2 media culture and society Page 3 SAGE was founded in 1965 by Sara
Miller McCune to support the dissemination of usable knowledge by publishing innovative and …

[图书][B] Digital games and learning: Research and theory

N Whitton - 2014 - taylorfrancis.com
In recent years, there has been growing interest in the use of digital games to enhance
teaching and learning at all educational levels, from early years through to lifelong learning …

Methodology, representation, and games

D Carr - Games and Culture, 2019 - journals.sagepub.com
This article is about textual analysis, methodology, and representations (of bodies, identities
and social groups) in digital games. The issues under consideration include textual analysis …

The world of scary video games

B Perron - 2018 - torrossa.com
To state that scary video games—or games that have commonly been labeled “survival
horror”—are the video game genre par excellence has become, for me, a sort of jingle used …

Cheerleaders/booth babes/ Halo hoes: pro-gaming, gender and jobs for the boys

N Taylor, J Jenson, S De Castell - Digital Creativity, 2009 - Taylor & Francis
In recent years, a 'professional'digital gaming industry has emerged in North America: this
interconnected series of organisations and leagues host competitive gaming tournaments …

“Everyone can make games!”: The post-feminist context of women in digital game production

A Harvey, S Fisher - Feminist Media Studies, 2015 - Taylor & Francis
After over a decade of scholarly research and well-documented harassment, sexism, and
other forms of exclusion and marginalization, digital games culture is currently the object of …

Playing The Sims2: An exploration of gender differences in players' motivations and patterns of play

J Jansz, C Avis, M Vosmeer - New Media & Society, 2010 - journals.sagepub.com
The Sims is the best selling PC game of all time. It has regularly been stated that its success
is partly due to its attraction to a much wider audience than the proverbial male adolescent …

[图书][B] Ethnographies of the videogame: Gender, narrative and praxis

H Thornham - 2016 - taylorfrancis.com
Ethnographies of the Videogame uses the medium of the videogame to explore wider
significant sociological issues around new media, interaction, identity, performance, memory …

[图书][B] The power of play: The portrayal and performance of race in video games

A Everett, SC Watkins - 2008 - com427spring2017ncsu.wordpress …
The growing presence of games in the lives of young people creates perils and possibilities.
Games have been a constant source of criticism and alarm among parents, researchers …