Record ID | marc_columbia/Columbia-extract-20221130-014.mrc:163616144:3896 |
Source | marc_columbia |
Download Link | /show-records/marc_columbia/Columbia-extract-20221130-014.mrc:163616144:3896?format=raw |
LEADER: 03896cam a2200361 a 4500
001 6974364
005 20221130195902.0
008 071010t20082008mauaf b 001 0 eng
010 $a 2007041509
020 $a9780262113199 (hardcover : alk. paper)
020 $a0262113198 (hardcover : alk. paper)
024 $a99932140353
035 $a(OCoLC)ocn175054571
035 $a(OCoLC)175054571
035 $a(NNC)6974364
035 $a6974364
040 $aDLC$cDLC$dBTCTA$dBAKER$dYDXCP$dUKM$dC#P$dBWX$dNTE$dCDX$dIXA$dVP@$dXMA$dOrLoB-B
050 00 $aGV1469.16.W66$bB49 2008
082 00 $a794.8$222
245 00 $aBeyond Barbie and Mortal Kombat :$bnew perspectives on gender and gaming /$cedited by Yasmin B. Kafai [and others].
246 18 $aBeyond Barbie & Mortal Kombat
260 $aCambridge, Mass. :$bMIT Press,$c[2008], ©2008.
300 $axxv, 371 pages, 16 unnumbered pages of plates :$billustrations (some color) ;$c24 cm
336 $atext$btxt$2rdacontent
337 $aunmediated$bn$2rdamedia
504 $aIncludes bibliographical references and index.
505 00 $tPreface: Pink, Purple, Casual, or Mainstream Games: Moving Beyond the Gender Divide /$rYasmin B. Kafai, Carrie Heeter, Jill Denner and Jennifer Y. Sun -- $gPt. I.$tReflections on a Decade of Gender and Gaming -- $g1.$tFrom Quake Grrls to Desperate Housewives: A Decade of Gender and Computer Games /$rHenry Jenkins and Justine Cassell -- $g2.$tNotes from the Utopian Entrepreneur /$rBrenda Laurel -- $g3.$tGames and Technological Desire: Another Decade /$rCornelia Brunner -- $gPt. II.$tGaming Communities: Girls and Women as Players -- $g4.$tBecoming a Player: Networks, Structure, and Imagined Futures /$rT. L. Taylor -- $g5.$tBody, Space, and Gendered Gaming Experiences: A Cultural Geography of Homes, Cybercafes, and Dormitories /$rHolin Lin -- $g6.$tMaps of Digital Desires: Exploring the Topography of Gender and Play in Online Games /$rNick Vee -- $g7.$tGender Dynamics of the Japanese Media Mix /$rMizuko Ito -- $g8.$tGender Play in a Tween Gaming Club /$rYasmin B. Kafai -- $gPt. III.$tGirls and Women as Game Designers -- $g9.$tWhat Games Made by Girls Can Tell Us /$rJill Denner and Shannon Campe -- $g10.$tGaming in Context: How Young People Construct Their Gendered Identities in Playing and Making Games /$rCaroline Pelletier -- $g11.$tGetting Girls into the Game: Toward a "Virtuous Cycle" /$rTracy Fullerton, Janine Fron, Celia Pearce and Jacki Morie (Ludica) -- $g12.$tCrunched by Passion: Women Game Developers and Workplace Challenges /$rMia Consalvo -- $gPt. IV.$tChanging Girls, Changing Games -- $g13.$tAre Boy Games Even Necessary? /$rNicole Lazzaro -- $g14.$tGirls, Gaming, and Trajectories of IT Expertise /$rElisabeth Hayes -- $g15.$tDesign to Promote Girls' Agency through Educational Games: The Click! Urban Adventure /$rKristin Hughes -- $g16.$tUsing Storytelling to Introduce Girls to Computer Programming /$rCaitlin Kelleher -- $g17.$tDesign Heuristics for Activist Games /$rMary Flanagan and Helen Nissenbaum -- $g18.$tGender Identity, Play Style. and the Design of Games for Classroom Learning /$rCarrie Heeter and Brian Winn -- $gPt. V.$tIndustry Voices -- $g19.$tInterview with Megan Gaiser, Her Interactive -- $g20.$tInterview with Morgan Romine, Ubisoft's Frag Dolls -- $g21.$tInterview with Sheri Graner Ray, longtime game designer -- $g22.$tInterview with Nichol Bradford, Vivendi Games -- $g23.$tInterview with Brenda Brathwaite, Savannah College of Art and Design.
650 0 $aVideo games for women.$0http://id.loc.gov/authorities/subjects/sh2007008806
650 0 $aVideo games$xSocial aspects.$0http://id.loc.gov/authorities/subjects/sh2010117816
650 0 $aVideo games industry$xSocial aspects.
700 1 $aKafai, Yasmin B.$0http://id.loc.gov/authorities/names/n94068312
852 00 $bglx$hGV1469.16.W66$iB49 2008
852 00 $bbar$hGV1469.16.W66$iB49 2008