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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 games to appeal to players like themselves. "Modders" alter the appearance of characters, rewrite scenes and epilogues, enhance or add love scenes and create fairy tale happy endings. This collection of new essays examines the phenomenon of women and modding, focusing on such titles as Skyrim, Dragon Age, Mass Effect and The Sims. Topics include the relationship between modders and developers, the history of modding, and the relationship between modding and disability, race, sexuality and gender identity.
'The creative writing bible' Catherine Quinn, bestselling author of "No Contacts, No Problem" This book is about writing. It's about taking risks, experimenting and giving yourself the freedom to make mistakes. It's about finding ideas and developing them through 30 imaginative exercises - some of which are new to the print edition. Written with passion, authority and gentle humour, it's recommended by bestselling authors, creative writing lecturers and students. This book is about finding out what kind of writer you want to be and becoming the best writer you can be. 'I recommend this book to all my students, and I recommend it to you. Great stuff.' Alex Pheby, Programme Leader for Creative Writing, University of Greenwich
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