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Hot Tubs and Pac-Man : Gender and the Early Video Game Industry in the United States (1950s–1980s) / Anne Ladyem McDivitt.

By: Material type: TextTextSeries: Video Games and the Humanities ; 1Publisher: München ; Wien : De Gruyter Oldenbourg, [2020]Copyright date: ©2020Description: 1 online resource (XII, 136 p.)Content type:
Media type:
Carrier type:
ISBN:
  • 9783110664461
  • 9783110668674
  • 9783110668575
Subject(s): DDC classification:
  • 338.4/77948082 23
LOC classification:
  • HD9993.E452 M33 2020
Other classification:
  • online - DeGruyter
Online resources: Available additional physical forms:
  • Issued also in print.
Contents:
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
Summary: 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.
Holdings
Item type Current library Call number URL Status Notes Barcode
eBook eBook Biblioteca "Angelicum" Pont. Univ. S.Tommaso d'Aquino Nuvola online online - DeGruyter (Browse shelf(Opens below)) Online access Not for loan (Accesso limitato) Accesso per gli utenti autorizzati / Access for authorized users (dgr)9783110668575

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 online access with authorization star

http://purl.org/coar/access_right/c_16ec

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.

Issued also in print.

Mode of access: Internet via World Wide Web.

In English.

Description based on online resource; title from PDF title page (publisher's Web site, viewed 28. Feb 2023)