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Gender, Age, and Digital Games in the Domestic Context

Book Hero Magic crafted this summary to help describe this book. While it's new and still learning, it may not be perfect - your feedback is welcome! Summary
Gender, Age, and Digital Games in the Domestic Context explores how digital gaming has evolved within family life, focusing on the private and shared spaces where gameplay occurs. Alison Harvey provides an empirical and critical study of how marketing narratives of diverse gaming audiences manifest in the home environment. The book delves into the material and social realities of gaming technology at home, addressing themes such as time management, spatial organisation, technological competence, and intersections with age, generation, and gender performance.
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Format: Hardback
$37600
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Book Hero Magic created this recommendation. While it's new and still learning, it may not be perfect - your feedback is welcome! IS THIS YOUR NEXT READ?

This insightful study is essential for readers interested in digital culture, children’s media, feminist media studies, technology theory, and leisure and sport studies within the contexts of family and gender.

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Book Hero Magic formatted this description to make it easier to read. While it's new and still learning, it may not be perfect - your feedback is welcome! Description

Western digital game play has shifted in important ways over the last decade, with a plethora of personal devices affording a range of increasingly diverse play experiences. Despite the celebration of a more inclusive environment of digital game play, very little grounded research has been devoted to the examination of familial play and the domestication of digital games, as opposed to evolving public and educational contexts.

Gender, Age, and Digital Games in the Domestic Context is the first study to provide a situated investigation of the site of family playβ€”the shared spaces and private places of gameplay within the domestic sphere. It carries out an empirically grounded and critical analysis of what marketing and sales discourses about shifts in the digital games audience actually look like in the space of the home, as well as the social and cultural role these ludic technologies take in the everyday practices of the family in the domestic context.

The book examines the material realities of video game technologies in the home, including time management and spatial organization, as well as the discursive role these devices play in discussions of technological competence and its complex relationship to age, generational differences, and gender performance.

Alison Harvey’s interdisciplinary approach and innovative methodology will hold great critical appeal for those studying digital culture, children’s media, and feminist studies of new media, as well as critical theories of technology, leisure, and sport theory.

Series: Routledge Advances in Game Studies

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Book Hero Magic summarised reviews for this book. While it's new and still learning, it may not be perfect - your feedback is welcome! HOW HAS THIS BEEN REVIEWED?

"Harvey’s book takes an uncompromising look at the role that family plays in the construction, negotiation and resistance to norms of appropriate pleasures. In doing so it reveals the complexity of the task ahead for those of us interested in ensuring that girls and women are full and equal participants in the culture and practice of computer games." — Helen Kennedy, School of Art, Design and Media, University of Brighton, UK

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Book Details

INFORMATION

ISBN: 9781138797147

Publisher: Taylor & Francis Ltd

Format: Hardback

Date Published: 08 April 2015

Country: United Kingdom

Imprint: Routledge

Illustration: 2 Tables, black and white

Contributors:

  • Foreword by Celia Pearce

Audience: Tertiary education

DIMENSIONS

Width: 152.0mm

Height: 229.0mm

Weight: 408g

Pages: 166

About the Author

Alison Harvey is a Lecturer in Media and Communication at the University of Leicester in the United Kingdom. Her research focuses on issues of inclusivity in digital culture, and her work has been published in Information, Communication, and Society, Feminist Media Studies, and Loading… The Canadian Journal of Game Studies.

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