000 | 01954nam a22002537a 4500 | ||
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999 |
_c22720 _d22720 |
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003 | OSt | ||
005 | 20190617133616.0 | ||
008 | 190617b ||||| |||| 00| 0 eng d | ||
020 | _a0262531682 | ||
040 | _cUSEK | ||
082 |
_221 _a794.8 _bC344f 2000 |
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100 |
_93866 _aCassell, Justine. _d1960- _eed. |
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245 |
_aFrom Barbie to Mortal Kombat : _bGender and Computer Games / _cedited by Justine Cassell and Henry Jenkins. |
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250 | _a1st. ed. | ||
260 |
_aMassachusetts : _bMIT, _c2000. |
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300 |
_a360 p. _bil. col. |
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504 | _aIncluye Referencias Bibliográficas al final de cada capítulo | ||
520 | _aMany parents worry about the influence of video games on their children's lives. The game console may help to prepare children for participation in the digital world, but at the same time it socializes boys into misogyny and excludes girls from all but the most objectified positions. The new "girls' games" movement has addressed these concerns. Although many people associate video games mainly with boys, the girls' games movement has emerged from an unusual alliance between feminists activists (who want to change the "gendering" of digital technology) and industry leader (who want to create a girls' market for their games). Contributors explore how assumptions about gender, games, and technology shape the design, development, and marketing of games as industry seeks to build the girl market. They describe and analyze the games currently on the market and propose tactical approaches for avoiding the steroetypes that dominate most toy store aisles. The lively mix of perspective and voices includes those of media and technology, educators, psychologists, industry insiders, and girl gamers. | ||
526 | _aDESARROLLO VIDEOJUEGO-BASICA | ||
650 | 0 |
_93568 _aVIDEOJUEGOS _xASPECTOS SOCIALES. |
|
650 | 0 |
_92856 _aJUEGOS CON COMPUTADOR _xASPECTOS SOCIALES. |
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700 |
_93867 _aJenkins, Henry. _d1958- _eed. |
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942 |
_2ddc _cLBCG |