TY - BOOK AU - McDivitt,Anne Ladyem TI - Hot Tubs and Pac-Man: Gender and the Early Video Game Industry in the United States (1950s–1980s) T2 - Video Games and the Humanities , SN - 9783110664461 AV - HD9993.E452 M33 2020 U1 - 338.4/77948082 23 PY - 2020///] CY - München, Wien : PB - De Gruyter Oldenbourg, KW - Video games industry KW - History KW - 20th century KW - Women video game designers KW - Women video gamers KW - Geschlechterforschung KW - Pac Men KW - Vereinigte Staaten von Amerika KW - Videospiele KW - HISTORY / Study & Teaching KW - bisacsh KW - Gender studies KW - United States of America KW - Video games N1 - Frontmatter --; Acknowledgements --; Contents --; List of Tables and Figures --; Introduction --; “Just Way Too Many Guys Crammed Into One Place” --; “What Can You Expect from a Guy in Charge of Joysticks?” --; “A Gentler Touch to the World of Video Games” --; Atari Generation --; “Are you Man Enough to Run with Us?” --; References --; Index; restricted access; Issued also in print N2 - This work looks at the gendered nature of the US video gaming industry. Although there were attempts to incorporate women into development roles and market towards them as players, the creation of video games and the industry began in a world strongly gendered male. The early 1980s saw a blip of hope that the counter-cultural industry focused on fun would begin to include women, but after the video game industry crash, this free-wheeling freedom of the industry ended along with the beginnings of the inclusion of women. Many of the threads that began in the early years continued or have parallels with the modern video game industry. The industry continues to struggle with gender relations in the workplace and with the strongly gendered male demographic that the industry perceives as its main market UR - https://doi.org/10.1515/9783110668575 UR - https://www.degruyter.com/isbn/9783110668575 UR - https://www.degruyter.com/document/cover/isbn/9783110668575/original ER -