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WOMEN AND VIDEO GAME MODDING: ESSAYS ON GENDER AND THE DIGITAL COMMUNITY

Bridget Whelan, Jennifer Collins, Anne Betz, Jessica Hylton, Shelly Jones, Hanna Wirman, Cara Miele, Tanja Sihvonen, Leigh Hughes, Matthew Wilhelm Kapell



 

The world of video games has long revolved around a subset of its player base: straight, white males aged 18-25. Highly gendered marketing in the late 1990s and early 2000s widened the gap between this perceived base and the actual diverse group who buy video games. Despite reports from the Entertainment Software Association that nearly half of gamers identify as female, many developers continue to produce content reflecting this imaginary audience. Many female gamers are in turn modifying the games. Modders alter the appearance of characters, rewrite scenes and epilogues, enhance or add love scenes and create fairy tale happy endings. This is a collection of new essays on the phenomenon of women and modding, focusing on such titles as Skyrim, Dragon Age, Mass Effect and The Sims. Topics include the relationship between modders and developers, the history of modding, and the relationship between modding and disability, race, sexuality and gender identity.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

English

Paperback


9781476667430

2020

216

English

eBook

N/A

2020

216

 

TAGS


Publishers: #McFarland (McFarland)

Languages: #English

Year: #Year2019


Companies:

N/A


Public Figures: N/A


Games: #DragonAge (Dragon Age series) #ElderScrolls (The Elder Scrolls V: Skyrim) #MassEffect (Mass Effect series) #TheSims (The Sims series)


Misc:

#StudiesInGaming (Studies in Gaming)



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