Level up--A Case for Female Gamers.

The paper addresses the notion that video games are perceived as a boys-only territory, looking into the reasons why there is a significant lack of female presence both inside games - through characters and plotlines - and outside games in the form of female gamers. The discussion examines the hazar...

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Publicado en:Reconstruction: Studies in Contemporary Culture Vol. 12; no. 2; pp. 3 - 4
Autor principal: Brar, Kuljit
Formato: Artículo
Publicado: Reconstruction: Studies in Contemporary Culture 2012
Materias:
Acceso en línea:Ver este registro en EBSCOhost
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      ab: The paper addresses the notion that video games are perceived as a boys-only territory, looking into the reasons why there is a significant lack of female presence both inside games - through characters and plotlines - and outside games in the form of female gamers. The discussion examines the hazards female gamers face in attempting to enter virtual play spaces that are unwelcoming to them, and what is at stake if the video game industry continues down a male-centric path. Diagnosing the causes of these maladies, the paper focuses its attention on determining how the makers of video games can develop products that are more inclusive of all gamers, and how such an industry shift can be beneficial to both gamers and game makers.
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