Hot Tubs and Pac-Man

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A01=Anne Ladyem McDivitt
Author_Anne Ladyem McDivitt
Category=JBSF
Category=KNT
eq_bestseller
eq_business-finance-law
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
eq_society-politics
Vereinigte Staaten von Amerika

Product details

  • ISBN 9783112216125
  • Weight: 383g
  • Dimensions: 155 x 230mm
  • Publication Date: 30 Jun 2025
  • Publisher: De Gruyter
  • Publication City/Country: DE
  • Product Form: Paperback
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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.

Anne Ladyem McDivitt, University of Alabama, USA.

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