Hot Tubs and Pac-Man : : Gender and the Early Video Game Industry in the United States (1950s–1980s) / / Anne Ladyem McDivitt.

This work looks at the gendered nature of the US video gaming industry. Although there were attempts to incorporate women into development roles and market towards them as players, the creation of video games and the industry began in a world strongly gendered male. The early 1980s saw a blip of hop...

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Superior document:Title is part of eBook package: De Gruyter DG Ebook Package English 2020
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Place / Publishing House:München ;, Wien : : De Gruyter Oldenbourg, , [2020]
©2020
Year of Publication:2020
Language:English
Series:Video Games and the Humanities , 1
Online Access:
Physical Description:1 online resource (XII, 136 p.)
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245 1 0 |a Hot Tubs and Pac-Man :  |b Gender and the Early Video Game Industry in the United States (1950s–1980s) /  |c Anne Ladyem McDivitt. 
264 1 |a München ;  |a Wien :   |b De Gruyter Oldenbourg,   |c [2020] 
264 4 |c ©2020 
300 |a 1 online resource (XII, 136 p.) 
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490 0 |a Video Games and the Humanities ,  |x 2700-0400 ;  |v 1 
505 0 0 |t Frontmatter --   |t Acknowledgements --   |t Contents --   |t List of Tables and Figures --   |t Introduction --   |t “Just Way Too Many Guys Crammed Into One Place” --   |t “What Can You Expect from a Guy in Charge of Joysticks?” --   |t “A Gentler Touch to the World of Video Games” --   |t Atari Generation --   |t “Are you Man Enough to Run with Us?” --   |t References --   |t Index 
506 0 |a restricted access  |u http://purl.org/coar/access_right/c_16ec  |f online access with authorization  |2 star 
520 |a This work looks at the gendered nature of the US video gaming industry. Although there were attempts to incorporate women into development roles and market towards them as players, the creation of video games and the industry began in a world strongly gendered male. The early 1980s saw a blip of hope that the counter-cultural industry focused on fun would begin to include women, but after the video game industry crash, this free-wheeling freedom of the industry ended along with the beginnings of the inclusion of women. Many of the threads that began in the early years continued or have parallels with the modern video game industry. The industry continues to struggle with gender relations in the workplace and with the strongly gendered male demographic that the industry perceives as its main market. 
530 |a Issued also in print. 
538 |a Mode of access: Internet via World Wide Web. 
546 |a In English. 
588 0 |a Description based on online resource; title from PDF title page (publisher's Web site, viewed 28. Feb 2023) 
650 0 |a Video games industry  |x History  |y 20th century. 
650 0 |a Women video game designers  |x History  |y 20th century. 
650 0 |a Women video gamers  |x History  |y 20th century. 
650 4 |a Geschlechterforschung. 
650 4 |a Pac Men. 
650 4 |a Vereinigte Staaten von Amerika. 
650 4 |a Videospiele. 
650 7 |a HISTORY / Study & Teaching.  |2 bisacsh 
653 |a Gender studies. 
653 |a Pac Men. 
653 |a United States of America. 
653 |a Video games. 
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