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Book Cover
Book
Author Graner Ray, Sheri.

Title Gender inclusive game design : expanding the market / Sheri Graner Ray
Edition First edition
Published Hingham, Mass. : Charles River Media, [2004]
©2004

Copies

Location Call no. Vol. Availability
 MELB  794.81526 Gra/Gig  AVAILABLE
 W'PONDS  794.81526 Gra/Gig  AVAILABLE
Description xvii, 193 pages : illustrations ; 24 cm
Series Advances in computer graphics and game development
Advances in computer graphics and game development.
Contents Machine derived contents note: Table of Contents -- Introduction -- Chapter 1 Women and Machines -- 1.1 Early Socialization with Computers -- 1.2 Commercialization of Behavior Patterns -- 1.3 Gender difference in attitudes toward technology -- 1.4 Gender and software design -- 1.5 Application of concepts -- Chapter 2 Evolution of female characters in computer games -- 2.1 Ms Pac Man -- 2.2 Frogger -- 2.3 Donkey Kong -- 2.4 Leather Goddesses of Phobos -- 2.5 Gauntlet -- 2.6 Carmen San Diego -- 2.7 Legend of Zelda -- 2.8 Maniac Mansion -- 2.9 Kings Quest, Perils of Rosella -- 2.10 Prince of Persia -- 2.11 Dungeon Master -- 2.12 Eye of the Beholder -- 2.13 Street Fighter II -- 2.14 Ultima VII part two, The Serpent Isle -- 2.15 Kings Quest, The Princeless Bride -- 2.16 Phantasmagoria -- 2.17 Duke Nukem 3D -- 2.18 Barbie Fashion Designer -- 2.19 Tomb Raider -- Chapter 3 Conflict and Conflict Resolution styles in Computer Games -- 3.1 Conflict Subjects -- 3.2 Conflict as a definition of game -- 3.3 Gender Differences in Conflict Resolution -- 3.4 Direct vs. Indirect Competition -- 3.5 Application of Concept -- Chapter 4 Stimulation and Entertainment -- 4.1 Male Stimulation patterns -- 4.2 Female stimulation patterns -- 4.3 Emotional Stimulation -- 4.4 Tactile Stimulation -- 4.5 Application of concepts -- Chapter 5 Learning and Communication Styles and computer games -- 5.1 Spatial Relations -- 5.2 Risk Taking -- 5.3 Electronic communication styles -- 5.4 Application of Concepts -- Chapter 6 Reward and Game Play -- 6.1 Scores and Levels -- 6.2 Response to Error -- 6.3 Cooperative Play -- 6.4 Application of Concepts -- Chapter 7 Avatar Selection -- 7.1 Evolution of Avatars -- 7.2 Pyramid of Power -- 7.3 Token Character classes -- 7.4 Representation of Avatars -- 7.5 Application of Concepts -- Chapter 8 Non-Gendered Games -- 8.1 Definition of Puzzle -- 8.2 Puzzles and the non-traditional game audience -- 8.3 Application of concept -- Chapter 9 Online and Wireless Games -- 9.1 Flexibility of online Games -- 9.2 Reward systems in online game design -- 9.3 Story in online game design -- 9.4 Improving the Online game design -- 9.5 Interface and tutorials in online design -- 9.6 Females and player versus player games -- 9.7 Wireless entertainment -- Chapter 10 The Design Doc -- 10.1 Definition of a design document -- 10.2 Sample design document and revisions -- 10.3 Product Overview -- 10.4 Game Play overview -- 10.5 Technology overview -- Chapter 11. Women in the Workplace -- 11.1 Why Does This Industry Need Women? -- 11.2 Examine the Company -- 11.3 Finding the female candidate -- 11.4 Supporting the female employee -- 11.5 Sexual Harassment -- Chapter 12 Influential Women in Computer Game Development -- 12.1 Anne Westfall -- 12.2 Roberta Williams -- 12.3 Brenda Laurel -- 12.4 Laura Fryer -- 12.5 Jane Jenson -- 12.6 Ellen Guon Beeman -- 12.7 Nicky Robinson -- Chapter 13 But what if the player is female?
Notes Formerly CIP. Uk
Bibliography Includes bibliographical references and index
Subject Computer games -- Design -- Social aspects.
Computers and women.
Author ebrary, Inc.
LC no. 2003016397
ISBN 1584502398 hardback