Event references and resources

Examples of recent commentary  

E3 2013: is the games industry making real progress? All the focus was on the PS4 and Xbox One consoles, while new titles lacked diversity – is the medium really moving forward? Simon Parken, 17.6.2013, Guardian http://www.guardian.co.uk/technology/2013/jun/17/e3-2013-games-ps4-xbox-one 

UK games industry ‘in trouble’ if it can’t recruit more women, says trade body. In response to the recent Twitter storm about sexism in the games industry, Dr Jo Twist, CEO of trade body UKIE, says Britain needs more female developers.  Keith Stuart, 30.11.2012, Guardian http://www.guardian.co.uk/technology/gamesblog/2012/nov/30/uk-games-industry-needs-more-women

Why does the games industry have such a problem with female protagonists? It’s a tired cliche that all gamers are male, and it’s time manufacturers woke up to the fact that women want to see female characters they can relate to. Belinda Parmar, 12.6.2013 Guardian http://www.guardian.co.uk/lifeandstyle/the-womens-blog-with-jane-martinson/2013/jun/12/games-industry-problem-female-protagonists?INTCMP=SRCH

A Call to Arms for Decent Men, IGDA Newsletter, Editorial Feature by Ernest Adams, 27.8.2012 http://www.igda.org/newsletter/2012/08/27/a-call-to-arms-for-decent-men/

See also http://femfreq.tumblr.com/post/52673540142/twitter-vs-female-protagonists-in-video-games

References

Burn, A. (2006) Playing Roles, in  Carr, D., Buckingham, D., Burn, A., & Schott, G. (2006). Computer Games: Text. Narrative and Play Cambridge: Polity, pp 72-87

Carr, D. (2013) Embodiment, disability and ‘dys-appearance’ in Deus Ex: Human Revolutions. Paper for presentation at FROG September 2013, Vienna

Carr, D. (2006) ‘Space, Navigation and Affect’ in Carr, D., Buckingham, D., Burn, A., Schott G. (2006) Computer Games: Text, Narrative and Play, Cambridge: Polity Press, pp 59-71

Jenson, J. & de Castell, S. (2010). Gender and Digital Gameplay: Oversights, Accidents and Surprises. In Educational Gameplay and Simulation Environments: Case Studies and Lessons Learned, Louise Sauve and David Kaufman (Eds.)

Dovey, J., & Kennedy, H. W. (2006). Games cultures: Computer games as new media. McGraw-Hill International.

Fullterton, T., Morie, J., Pearce, C. (2008) A Game of One’s Own: Towards a New Gendered Poetics of Digital Space Fibreculture Journal: Issue 11 date 2008.

Gazzard, A. (2011). Unlocking the gameworld: The rewards of space and time in videogames. Game Studies, 11(1).

Gee, J. P. (2008). ‘Video games and embodiment’. Games and Culture, 3(3-4), pp 253-263.

Giddings, S. (2007) ““I’m the One Who Makes the Lego Racers Go”: Studying Virtual and Actual Play.” Growing Up Online (2007): 35.

Gregersen, A., & Grodal, T. (2009). Embodiment and interface. The Video Game Theory Reader 2, Perron and Wolf, eds., pp 65-85.

Kirkpatrick, G. (2010). Feminism and Technical Capital: The case of the computer game. Information, Communication & Society, 13(7), 976-999.

Krzywinska, T. (2002). Hands-on horror. ScreenPlay. Cinema/videogames/interfaces. Wallflower Press, London.

Lammes, Sybille (2008)  “Playing the world: computer games, cartography and spatial stories.” Aether: the journal of media geography 3 (2008) pp 84-96.

Nørgård, Rikke Toft (2011) “The Joy of Doing: The Corporeal Connection in Player-Avatar Identity.” Philosophy of Computer Games (2011).

Perron, B. (2009). The survival horror: The extended body genre. Horror Video Games: Essays on the Fusion of Fear and Play, McFarland & Company, Inc., Jefferson, North Carolina, pp 121-145.

Young, B.M (2005) Gaming Mind, Gaming Body: The Mind/Body Split for a New Era. DIGRA 2005 Conference, Changing Views: Worlds in Play, Tokyo 2005.

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