Gamer Girls

Gamer Girls
Title Gamer Girls PDF eBook
Author Mary Kenney
Publisher Running Press Kids
Pages 307
Release 2022-07-19
Genre Young Adult Nonfiction
ISBN 0762474556

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Discover the women behind the video games we love—the iconic games they created, the genres they invented, the studios and companies they built—and how they changed the industry forever. Women have always made video games, from the 1960s and the first-of-its-kind, projector-based Sumerian Game to the blockbuster Uncharted games that defined the early 2000s. Women have been behind the writing, design, scores, and engines that power one of the most influential industries out there. In Gamer Girls, now you can explore the stories of 25 of those women. Bursting with bold artwork, easy-to-read profiles, and real-life stories of the women working on games like Centipede, Final Fantasy, Halo, and more, this dynamic illustrated book shows what a huge role women have played—and will continue to play—in the creation of video games. With additional sidebars about other influential women in the industry, as well as a glossary and additional resources page, Gamer Girls offers a look into the work and lives of influential pixel queens such as: Roberta Williams (one of the creators of the adventure genre) Mabel Addis Mergardt (the first person to write a video game) Muriel Tramis (the French "knight" of video games) Keiko Erikawa (creator of the otome genre) Yoko Shimomura (composer for Street Fighter, Final Fantasy, and Kingdom Hearts) Rebecca Heineman (first national video game tournament champion) Danielle Bunten Berry (creator of M.U.L.E. and early advocate for multiplayer games) and more! Whether you’re a gamer girl who plays video games, a gamer girl who makes video games, or a parent raising a gamer girl, this entertaining, inspiring book will have you itching to pick up a controller or create your own video games!

Games Girls Play

Games Girls Play
Title Games Girls Play PDF eBook
Author Carolyn Cunningham
Publisher Studies in New Media
Pages 0
Release 2018
Genre Language Arts & Disciplines
ISBN 9781498554565

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Games Girls Play examines the role that video games play in girls' lives, including how games structure girls' leisure time, how playing video games constitutes different performances of femininity, and what influences girls to play or not play video games. Through interviews, focus groups, and qualitative content analyses, this book analyzes girls' involvement with video games. It also examines different contexts in which discourses of girls and video games occur, including girl-oriented video games, activist efforts to change the video game industry, and informal education programs that teach girls video game design.

Games Girls Play

Games Girls Play
Title Games Girls Play PDF eBook
Author Carolyn M. Cunningham
Publisher Lexington Books
Pages 191
Release 2020-07-06
Genre Language Arts & Disciplines
ISBN 1498554571

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Games Girls Play examines the role that video games play in girls’ lives, including how games structure girls’ leisure time, how playing video games constitutes different performances of femininity, and what influences girls to play or not play video games. Through interviews, focus groups, and qualitative content analyses, this book analyzes girls’ involvement with video games. It also examines different contexts in which discourses of girls and video games occur, including girl-oriented video games, activist efforts to change the video game industry, and informal education programs that teach girls video game design.

Girls Got Game

Girls Got Game
Title Girls Got Game PDF eBook
Author Sue Macy
Publisher Macmillan
Pages 168
Release 2001-04-15
Genre Juvenile Nonfiction
ISBN 9780805065688

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A collection of short stories and poems written by and about young women in sports.

Girls Change the Game

Girls Change the Game
Title Girls Change the Game PDF eBook
Author Michael Hyde
Publisher
Pages 0
Release 2021
Genre Electronic books
ISBN 9781925804881

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Girl Culture [2 volumes]

Girl Culture [2 volumes]
Title Girl Culture [2 volumes] PDF eBook
Author Claudia Mitchell
Publisher Bloomsbury Publishing USA
Pages 749
Release 2007-12-30
Genre Social Science
ISBN 0313084440

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Never before has so much popular culture been produced about what it means to be a girl in today's society. From the first appearance of Nancy Drew in 1930, to Seventeen magazine in 1944 to the emergence of Bratz dolls in 2001, girl culture has been increasingly linked to popular culture and an escalating of commodities directed towards girls of all ages. Editors Claudia A. Mitchell and Jacqueline Reid-Walsh investigate the increasingly complex relationships, struggles, obsessions, and idols of American tween and teen girls who are growing up faster today than ever before. From pre-school to high school and beyond, Girl Culture tackles numerous hot-button issues, including the recent barrage of advertising geared toward very young girls emphasizing sexuality and extreme thinness. Nothing is off-limits: body image, peer pressure, cliques, gangs, and plastic surgery are among the over 250 in-depth entries highlighted. Comprehensive in its coverage of the twenty and twenty-first century trendsetters, fashion, literature, film, in-group rituals and hot-button issues that shape—and are shaped by—girl culture, this two-volume resource offers a wealth of information to help students, educators, and interested readers better understand the ongoing interplay between girls and mainstream culture.

Encyclopedia of Video Games [3 volumes]

Encyclopedia of Video Games [3 volumes]
Title Encyclopedia of Video Games [3 volumes] PDF eBook
Author Mark J. P. Wolf
Publisher Bloomsbury Publishing USA
Pages 1365
Release 2021-05-24
Genre Games & Activities
ISBN 1440870209

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Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.