Fr. 114.00

Girlhood Games - Gender, Identity,and Coming of Age in Video Games

Inglese · Copertina rigida

Spedizione di solito entro 4 a 7 giorni lavorativi

Descrizione

Ulteriori informazioni

From hypermasculine heroes' journeys to the boyish play cultures of modding and hacking, popular imagination has long connected video games to boyhood. Yet there has been both a long history and rapid rise of girlhood heroines and a wealth of unnoticed girls' gaming cultures that have gone unaccounted. This book explores the evolution of gender, youth, and identity in games, from the Game Boy Color Sewing Machine to the teen girl social and identity obstacles found in games like Life is Strange. Video games are shifting away from the heroes' journey and towards the Bildungsroman, or coming-of-age tale; uniquely representing girlhood through play and interaction. Girlhood Games: Gender, Identity and Coming of Age in Video Games unearths a reflection on gender and games culture, youth and development, storytelling traditions and historical canons, self-expression and cultural production, and the resistant possibilities unveiled through play.

Info autore










Stephanie Harkin is a Lecturer at RMIT University, Australia where she researches girls' digital cultures, feminine gaming, and digital preservation.


Riassunto

From hypermasculine heroes’ journeys to the boyish play cultures of modding and hacking, popular imagination has long connected video games to boyhood. Yet there has been both a long history and rapid rise of girlhood heroines and a wealth of unnoticed girls’ gaming cultures that have gone unaccounted. This book explores the evolution of gender, youth, and identity in games, from the Game Boy Color Sewing Machine to the teen girl social and identity obstacles found in games like Life is Strange. Video games are shifting away from the heroes’ journey and towards the Bildungsroman, or coming-of-age tale; uniquely representing girlhood through play and interaction. Girlhood Games: Gender, Identity and Coming of Age in Video Games unearths a reflection on gender and games culture, youth and development, storytelling traditions and historical canons, self-expression and cultural production, and the resistant possibilities unveiled through play.

Dettagli sul prodotto

Autori Stephanie Harkin
Editore Oldenbourg
 
Lingue Inglese
Formato Copertina rigida
Pubblicazione 15.10.2025
 
EAN 9783111559735
ISBN 978-3-11-155973-5
Pagine 194
Dimensioni 155 mm x 18 mm x 230 mm
Peso 416 g
Serie Video Games and the Humanities
Categorie Scienze umane, arte, musica > Storia > Storia della cultura

Coming of age, Jugend, young adult, Videospiele, Video Games, Geschlechterforschung, SOCIAL SCIENCE / Gender Studies, SOCIAL SCIENCE / Media Studies, HISTORY / Study & Teaching, girlhood

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