000 01954nam a22002537a 4500
999 _c22720
_d22720
003 OSt
005 20190617133616.0
008 190617b ||||| |||| 00| 0 eng d
020 _a0262531682
040 _cUSEK
082 _221
_a794.8
_bC344f 2000
100 _93866
_aCassell, Justine.
_d1960-
_eed.
245 _aFrom Barbie to Mortal Kombat :
_bGender and Computer Games /
_cedited by Justine Cassell and Henry Jenkins.
250 _a1st. ed.
260 _aMassachusetts :
_bMIT,
_c2000.
300 _a360 p.
_bil. col.
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.
700 _93867
_aJenkins, Henry.
_d1958-
_eed.
942 _2ddc
_cLBCG