Queerness in Play [electronic resource] / edited by Todd Harper, Meghan Blythe Adams, Nicholas Taylor.
Erişim Adresi
ISBN
9783319905426
Dil Kodu
İngilizce
Yer Numarası
EK/3924
Basım Bildirimi
1st ed. 2018.
Yayın Bilgisi
Cham : Springer International Publishing : Imprint: Palgrave Macmillan, 2018.
Fiziksel Niteleme
XVII, 279 p. 20 illus., 18 illus. in color. online resource.
Dizi
Palgrave Games in Context, 2731-5037
İçindekiler Notu
1. Queer Game Studies: Young But Not New (Todd Harper, Meghan Blythe Adams, and Nicholas Taylor) -- Part 1: Queer Foundations -- 2. Queer(ing) Game Studies: Reviewing Research on Digital Play and Non-normativity (Sarah Evans) -- 3. Envisioning Queer Game Studies: Ludology and the Study of Queer Game Content (Evan W. Lauteria) -- Part 2: Representing Queerness -- 4. The Representation (or the Lack of It) of Same-sex Relationships in Digital Games (Yowei Kang and Kenneth C. C. Yang) -- 5. Affliction or Affection: The Inclusion of a Same-sex Relationship in The Last of Us (Daniel Sipocz) -- 6. What if Zelda Wasn’t a Girl? Problematizing Ocarina of Time’s Great Gender Debate (Chris Lawrence) -- 7. Maidens and Muscleheads, White Mages and Wimps, From the Light Warriors to Lightning Returns (Mark Filipowich) -- 8. The Big Reveal: Exploring (Trans)Femininity In Metroid (Evelyn Deshane and R. Travis Morton) -- 9. Bye, Bye, Birdo: Heroic Androgyny and Villainous Gender Variance in Video Games (Meghan Blythe Adams) -- Part 3: Un-Gendering Assemblages -- 10. Cues for Queer Play: Carving a Possibility Space for LGBTQ Role-Play (Tanja Sihvonen and Jaakko Stenros) -- 11. ‘Sexified’ Male Characters: Video Game Erotic Modding for Pleasure and Power (Nathan Thompson).-12. Let’s Come Out! On Gender and Sexuality, Encouraging Dialogue and Acceptance (Maresa Bertolo, Ilaria Mariani, and Clara Gargano) -- Part 4: No Fear of a Queer Planet: Gaming and Social Futures -- 13. Outside the Lanes: Supporting a Non-normative League of Legends Community (Nick Taylor and Randall Hammond).-14. The Abject Scapegoat: Boundary Erosion and Maintenance in League of Legends (Elyse Janish) -- 15. Out on Proudmoore: Climate Issues on an MMO (Carol A. Stabile and Laura Strait).
Özet, vb.
Queerness in Play examines the many ways queerness of all kinds—from queer as ‘LGBT’ to other, less well-covered aspects of the queer spectrum—intersects with games and the social contexts of play. The current unprecedented visibility of queer creators and content comes at a high tide of resistance to the inclusion of those outside a long-imagined cisgender, heterosexual, white male norm. By critically engaging the ways games—as a culture, an industry, and a medium—help reproduce limiting binary formations of gender and sexuality, Queerness in Play contributes to the growing body of scholarship promoting more inclusive understandings of identity, sexuality, and games.
Konu
Communication.
Culture __ Study and teaching.
Technology __ Sociological aspects.
Sex.
Digital media.
Popular Culture.
Media and Communication.
Cultural Studies.
Science, Technology and Society.
Gender Studies.
Digital and New Media.
Popular Culture.
Culture __ Study and teaching.
Technology __ Sociological aspects.
Sex.
Digital media.
Popular Culture.
Media and Communication.
Cultural Studies.
Science, Technology and Society.
Gender Studies.
Digital and New Media.
Popular Culture.
Diğer Yazarlar
Kurum Adı
Eseri Alıntıla
Referansları kullanmadan önce gözden geçirmeniz ve varsa gerekli düzeltmeleri yapmanız önerilir.
Dijital Kaynak
MARC Görünümü
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245 10|aQueerness in Play|h[electronic resource] /|cedited by Todd Harper, Meghan Blythe Adams, Nicholas Taylor.
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264 1|aCham :|bSpringer International Publishing :|bImprint: Palgrave Macmillan,|c2018.
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505 0 |a1. Queer Game Studies: Young But Not New (Todd Harper, Meghan Blythe Adams, and Nicholas Taylor) -- Part 1: Queer Foundations -- 2. Queer(ing) Game Studies: Reviewing Research on Digital Play and Non-normativity (Sarah Evans) -- 3. Envisioning Queer Game Studies: Ludology and the Study of Queer Game Content (Evan W. Lauteria) -- Part 2: Representing Queerness -- 4. The Representation (or the Lack of It) of Same-sex Relationships in Digital Games (Yowei Kang and Kenneth C. C. Yang) -- 5. Affliction or Affection: The Inclusion of a Same-sex Relationship in The Last of Us (Daniel Sipocz) -- 6. What if Zelda Wasn’t a Girl? Problematizing Ocarina of Time’s Great Gender Debate (Chris Lawrence) -- 7. Maidens and Muscleheads, White Mages and Wimps, From the Light Warriors to Lightning Returns (Mark Filipowich) -- 8. The Big Reveal: Exploring (Trans)Femininity In Metroid (Evelyn Deshane and R. Travis Morton) -- 9. Bye, Bye, Birdo: Heroic Androgyny and Villainous Gender Variance in Video Games (Meghan Blythe Adams) -- Part 3: Un-Gendering Assemblages -- 10. Cues for Queer Play: Carving a Possibility Space for LGBTQ Role-Play (Tanja Sihvonen and Jaakko Stenros) -- 11. ‘Sexified’ Male Characters: Video Game Erotic Modding for Pleasure and Power (Nathan Thompson).-12. Let’s Come Out! On Gender and Sexuality, Encouraging Dialogue and Acceptance (Maresa Bertolo, Ilaria Mariani, and Clara Gargano) -- Part 4: No Fear of a Queer Planet: Gaming and Social Futures -- 13. Outside the Lanes: Supporting a Non-normative League of Legends Community (Nick Taylor and Randall Hammond).-14. The Abject Scapegoat: Boundary Erosion and Maintenance in League of Legends (Elyse Janish) -- 15. Out on Proudmoore: Climate Issues on an MMO (Carol A. Stabile and Laura Strait).
520 |aQueerness in Play examines the many ways queerness of all kinds—from queer as ‘LGBT’ to other, less well-covered aspects of the queer spectrum—intersects with games and the social contexts of play. The current unprecedented visibility of queer creators and content comes at a high tide of resistance to the inclusion of those outside a long-imagined cisgender, heterosexual, white male norm. By critically engaging the ways games—as a culture, an industry, and a medium—help reproduce limiting binary formations of gender and sexuality, Queerness in Play contributes to the growing body of scholarship promoting more inclusive understandings of identity, sexuality, and games.
650 0|aCommunication.
650 0|aCulture|xStudy and teaching.
650 0|aTechnology|xSociological aspects.
650 0|aSex.
650 0|aDigital media.
650 0|aPopular Culture.
650 14|aMedia and Communication.
650 24|aCultural Studies.
650 24|aScience, Technology and Society.
650 24|aGender Studies.
650 24|aDigital and New Media.
650 24|aPopular Culture.
700 1 |aHarper, Todd.|eeditor.|4edt|4http://id.loc.gov/vocabulary/relators/edt
700 1 |aAdams, Meghan Blythe.|eeditor.|4edt|4http://id.loc.gov/vocabulary/relators/edt
700 1 |aTaylor, Nicholas.|eeditor.|4edt|4http://id.loc.gov/vocabulary/relators/edt
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776 08|iPrinted edition:|z9783319905419
776 08|iPrinted edition:|z9783319905433
830 0|aPalgrave Games in Context,|x2731-5037
856 40|uhttps://doi.org/10.1007/978-3-319-90542-6
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950 |aLiterature, Cultural and Media Studies (SpringerNature-41173)
950 |aLiterature, Cultural and Media Studies (R0) (SpringerNature-43723)
001 840594
003 TR_AnAIT
005 20260715035738
007 cr nn 008mamaa
008 181019s2018 sz | s |||| 0|eng d
020 |a9783319905426|9978-3-319-90542-6
024 7 |a10.1007/978-3-319-90542-6|2doi
041 |aeng
049 |aTürk Dil Kurumu Kütüphanesi
050 4|aP87-96
072 7|aJFD|2bicssc
072 7|aSOC052000|2bisacsh
072 7|aJBCT|2thema
082 04|a302.2|223
090 |aEK/3924
245 10|aQueerness in Play|h[electronic resource] /|cedited by Todd Harper, Meghan Blythe Adams, Nicholas Taylor.
250 |a1st ed. 2018.
264 1|aCham :|bSpringer International Publishing :|bImprint: Palgrave Macmillan,|c2018.
300 |aXVII, 279 p. 20 illus., 18 illus. in color.|bonline resource.
336 |atext|btxt|2rdacontent
337 |acomputer|bc|2rdamedia
338 |aonline resource|bcr|2rdacarrier
347 |atext file|bPDF|2rda
490 1 |aPalgrave Games in Context,|x2731-5037
505 0 |a1. Queer Game Studies: Young But Not New (Todd Harper, Meghan Blythe Adams, and Nicholas Taylor) -- Part 1: Queer Foundations -- 2. Queer(ing) Game Studies: Reviewing Research on Digital Play and Non-normativity (Sarah Evans) -- 3. Envisioning Queer Game Studies: Ludology and the Study of Queer Game Content (Evan W. Lauteria) -- Part 2: Representing Queerness -- 4. The Representation (or the Lack of It) of Same-sex Relationships in Digital Games (Yowei Kang and Kenneth C. C. Yang) -- 5. Affliction or Affection: The Inclusion of a Same-sex Relationship in The Last of Us (Daniel Sipocz) -- 6. What if Zelda Wasn’t a Girl? Problematizing Ocarina of Time’s Great Gender Debate (Chris Lawrence) -- 7. Maidens and Muscleheads, White Mages and Wimps, From the Light Warriors to Lightning Returns (Mark Filipowich) -- 8. The Big Reveal: Exploring (Trans)Femininity In Metroid (Evelyn Deshane and R. Travis Morton) -- 9. Bye, Bye, Birdo: Heroic Androgyny and Villainous Gender Variance in Video Games (Meghan Blythe Adams) -- Part 3: Un-Gendering Assemblages -- 10. Cues for Queer Play: Carving a Possibility Space for LGBTQ Role-Play (Tanja Sihvonen and Jaakko Stenros) -- 11. ‘Sexified’ Male Characters: Video Game Erotic Modding for Pleasure and Power (Nathan Thompson).-12. Let’s Come Out! On Gender and Sexuality, Encouraging Dialogue and Acceptance (Maresa Bertolo, Ilaria Mariani, and Clara Gargano) -- Part 4: No Fear of a Queer Planet: Gaming and Social Futures -- 13. Outside the Lanes: Supporting a Non-normative League of Legends Community (Nick Taylor and Randall Hammond).-14. The Abject Scapegoat: Boundary Erosion and Maintenance in League of Legends (Elyse Janish) -- 15. Out on Proudmoore: Climate Issues on an MMO (Carol A. Stabile and Laura Strait).
520 |aQueerness in Play examines the many ways queerness of all kinds—from queer as ‘LGBT’ to other, less well-covered aspects of the queer spectrum—intersects with games and the social contexts of play. The current unprecedented visibility of queer creators and content comes at a high tide of resistance to the inclusion of those outside a long-imagined cisgender, heterosexual, white male norm. By critically engaging the ways games—as a culture, an industry, and a medium—help reproduce limiting binary formations of gender and sexuality, Queerness in Play contributes to the growing body of scholarship promoting more inclusive understandings of identity, sexuality, and games.
650 0|aCommunication.
650 0|aCulture|xStudy and teaching.
650 0|aTechnology|xSociological aspects.
650 0|aSex.
650 0|aDigital media.
650 0|aPopular Culture.
650 14|aMedia and Communication.
650 24|aCultural Studies.
650 24|aScience, Technology and Society.
650 24|aGender Studies.
650 24|aDigital and New Media.
650 24|aPopular Culture.
700 1 |aHarper, Todd.|eeditor.|4edt|4http://id.loc.gov/vocabulary/relators/edt
700 1 |aAdams, Meghan Blythe.|eeditor.|4edt|4http://id.loc.gov/vocabulary/relators/edt
700 1 |aTaylor, Nicholas.|eeditor.|4edt|4http://id.loc.gov/vocabulary/relators/edt
710 2 |aSpringerLink (Online service)
773 0 |tSpringer Nature eBook
776 08|iPrinted edition:|z9783319905419
776 08|iPrinted edition:|z9783319905433
830 0|aPalgrave Games in Context,|x2731-5037
856 40|uhttps://doi.org/10.1007/978-3-319-90542-6
912 |aZDB-2-LCM
912 |aZDB-2-SXL
950 |aLiterature, Cultural and Media Studies (SpringerNature-41173)
950 |aLiterature, Cultural and Media Studies (R0) (SpringerNature-43723)
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