96 books match the query 'Games & Activities' and 4 start with r

cover of Ready Player Juan: Latinx Masculinities and Stereotypes in Video Games

Ready Player Juan

Latinx Masculinities and Stereotypes in Video Games

Carlos Gabriel Kelly González

University of Arizona Press, 2023

Written for all gaming enthusiasts, this book fuses Latinx studies and video game studies to document how Latinx masculinities are portrayed in high-budget action-adventure video games, inviting Latinxs and others to insert their experiences into games made by an industry that fails to see them.

The book employs an intersectional approach through performance theory, border studies, and lived experience to analyze the designed identity “Player Juan.” Player Juan manifests in video game representations through a discourse of criminality that sets expectations of who and what Latinxs can be and do. Developing an original approach to video game experiences, the author theorizes video games as border crossings, and defines a new concept—digital mestizaje—that pushes players, readers, and scholars to deploy a Latinx way of seeing and that calls on researchers to consider a digital object’s constructive as well as destructive qualities.
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cover of Ready Player Two: Women Gamers and Designed Identity

Ready Player Two

Women Gamers and Designed Identity

Shira Chess

University of Minnesota Press, 2017

Cultural stereotypes to the contrary, approximately half of all video game players are now women. A subculture once dominated by men, video games have become a form of entertainment composed of gender binaries. Supported by games such as Diner Dash, Mystery Case Files, Wii Fit, and Kim Kardashian: Hollywood—which are all specifically marketed toward women—the gamer industry is now a major part of imagining what femininity should look like. 

In Ready Player Two, media critic Shira Chess uses the concept of “Player Two”—the industry idealization of the female gamer—to examine the assumptions implicit in video games designed for women and how they have impacted gaming culture and the larger society. With Player Two, the video game industry has designed specifically for the feminine ideal: she is white, middle class, heterosexual, cis-gendered, and abled. Drawing on categories from time management and caregiving to social networking, consumption, and bodies, Chess examines how games have been engineered to shape normative ideas about women and leisure.

Ready Player Two presents important arguments about how gamers and game developers must change their thinking about both women and games to produce better games, better audiences, and better industry practices. Ultimately, this book offers vital prescriptions for how one of our most powerful entertainment industries must evolve its ideas of women.

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cover of Resort City In The Sunbelt, Second Edition: Las Vegas, 1930-2000

Resort City In The Sunbelt, Second Edition

Las Vegas, 1930-2000

Eugene P. Moehring

University of Nevada Press, 2000

            Resort City in the Sunbelt is a non-sensationalistic, scholarly account of Las Vegas from the building of the Hoover Dam to the construction of the MGM Grand Hotel. Historian Eugene Moehring provides a balanced view of the city’s urban development. Although a unique city in many ways, Las Vegas has displayed characteristics common to other sunbelt cities across the western United States—including underfunded social services, low-density urbanization with a heavy reliance upon automobiles, a sluggish response to problems within minority communities, a preference for efficient, business-like government, and a mania for low taxes. The gaming and resort aspects are fully considered, but Moehring emphasizes the city as part of the continually expanding sunbelt.
            From this important study, historians will conclude that, despite some of its unusual traits, Las Vegas is much like other western cities and therefore deserves recognition as one of the fastest-growing centers in postwar America.
In a new and expanded epilogue to this edition, Moehring looks at the major events of the three decades leading up to 2000 and their underpinnings.
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cover of Respawn: Gamers, Hackers, and Technogenic Life

Respawn

Gamers, Hackers, and Technogenic Life

Colin Milburn

Duke University Press, 2018

In Respawn Colin Milburn examines the connections between video games, hacking, and science fiction that galvanize technological activism and technological communities. Discussing a wide range of games, from Portal and Final Fantasy VII to Super Mario Sunshine and Shadow of the Colossus, Milburn illustrates how they impact the lives of gamers and non-gamers alike. They also serve as resources for critique, resistance, and insurgency, offering a space for players and hacktivist groups such as Anonymous to challenge obstinate systems and experiment with alternative futures. Providing an essential walkthrough guide to our digital culture and its high-tech controversies, Milburn shows how games and playable media spawn new modes of engagement in a computerized world.
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