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Cultural stereotypes to the contrary, approximately half of all
video game players are now women. A subculture once dominated by
men, video games have become a form of entertainment composed of
gender binaries. Supported by games such as Diner Dash, Mystery
Case Files, Wii Fit, and Kim Kardashian: Hollywood—which are all
specifically marketed toward women—the gamer industry is now a
major part of imagining what femininity should look like. In
Ready Player Two, media critic Shira Chess uses the concept of
“Player Two”—the industry idealization of the female
gamer—to examine the assumptions implicit in video games designed
for women and how they have impacted gaming culture and the larger
society. With Player Two, the video game industry has designed
specifically for the feminine ideal: she is white, middle class,
heterosexual, cis-gendered, and abled. Drawing on categories from
time management and caregiving to social networking, consumption,
and bodies, Chess examines how games have been engineered to shape
normative ideas about women and leisure. Ready Player Two presents
important arguments about how gamers and game developers must
change their thinking about both women and games to produce better
games, better audiences, and better industry practices. Ultimately,
this book offers vital prescriptions for how one of our most
powerful entertainment industries must evolve its ideas of women.
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