Game Boys for Play Girls! Volume 2
Games, Girls, Japan - a cultural exploration of gender and video games as a tool for youth cultures and creative careers in the West and in Japan
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48 069 Ft (45 780 Ft + 5% VAT)
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- Discounted price 45 666 Ft (43 491 Ft + 5% VAT)
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48 069 Ft
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Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.
Product details:
- Publisher Südwestdeutscher Verlag für Hochschulschriften
- Date of Publication 1 January 2009
- ISBN 9783838104614
- Binding Paperback
- No. of pages496 pages
- Size 220x150x25 mm
- Weight 675 g
- Language German 0
Categories
Long description:
The impact of the video game on girlhoods and both Western and Japanese pop culture is scrutinised in this comprehensive exploration of gender and games. This analysis provides an in-depth insight into the presumed differences between girls' and boys' interests, the obstacles that continue to constrain girls' leisure and the video game's role in our popular culture. Gaming is a catalyst for creative energies, encompassing all manner of DIY expressions. Player-created content has always been an important element of gaming. But now, heralded by marketing campaigns, video games are striving to become the new "mainstream" entertainment - including female gamers! For girls, this could serve as a useful entry point into a creative career in this very industry, as playing games very often leads to the wish to create them. The questions discussed are of crucial importance for researchers and game creators alike: how can girls make use of a game's creative potential in order to discover new leisure opportunities, identities, and careers? How can the game world gain access to the female creativity needed to finally turn the game into the universal media phenomenon of our times?
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