Mcfarland & Company Women and video game modding: essays on gender and the digital community, paperback/bridget whelan
Mcfarland & Company

Mcfarland & Company Women and video game modding: essays on gender and the digital community, paperback/bridget whelan

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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 th.

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BaseStraight white males aged 1825

Magazine foreign books

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Branduri computing & information technology

Mcfarland & Company Women and video game modding: essays on gender and the digital community, paperback/bridget whelan

Mcfarland & Company Women and video game modding: essays on gender and the digital community, paperback/bridget whelan

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