This article considers the combination of game play and narrative which combine to produce cross-gender identifications in video games, a previously underexamined potential for the production of alternate genders, one which calls into question the stability of gender, particularly masculinity, as a construct
Video games in virtual worlds serve as reference points in negotiations of socially efficacious mean...
With the advent of new technologies expectations of new gender relations and (de)constructions also ...
Lara Croft, the heroine of the hugely popular Tomb Raider videogame series, is a representative of f...
This article considers the combination of game play and narrative which combine to produce cross-gen...
This study is aimed at exploring a better understanding of gender-biased context in digital games. B...
Since Lara first “bust” onto our screens in 1996 in Tomb Raider (Edios Interactive), she has been a ...
Since Lara first “bust” onto our screens in 1996 in Tomb Raider (Edios Interactive), she has been a ...
This study is aimed at exploring a better understanding of gender-biased context in digital games. B...
This thesis explores the role of the video game character Lara Croft as an example of the practical ...
While sports games try to recreate the atmosphere of a stadium or of television broadcasts of games,...
This article discusses how the electronic game Tomb Raider constructs processes of\ud subjectivation...
The aim of this essay is to examine how Lara Croft, Bayonetta, Emily Kaldwin and Billie Lurk have be...
Players in online games frequently choose the opposite gender when they select an avatar. Previously...
As the title suggests, the feminist reception of Lara Croft as a game character has been ambivalent ...
Computer games have now been around nearly forty years. The pace at which computer games have transf...
Video games in virtual worlds serve as reference points in negotiations of socially efficacious mean...
With the advent of new technologies expectations of new gender relations and (de)constructions also ...
Lara Croft, the heroine of the hugely popular Tomb Raider videogame series, is a representative of f...
This article considers the combination of game play and narrative which combine to produce cross-gen...
This study is aimed at exploring a better understanding of gender-biased context in digital games. B...
Since Lara first “bust” onto our screens in 1996 in Tomb Raider (Edios Interactive), she has been a ...
Since Lara first “bust” onto our screens in 1996 in Tomb Raider (Edios Interactive), she has been a ...
This study is aimed at exploring a better understanding of gender-biased context in digital games. B...
This thesis explores the role of the video game character Lara Croft as an example of the practical ...
While sports games try to recreate the atmosphere of a stadium or of television broadcasts of games,...
This article discusses how the electronic game Tomb Raider constructs processes of\ud subjectivation...
The aim of this essay is to examine how Lara Croft, Bayonetta, Emily Kaldwin and Billie Lurk have be...
Players in online games frequently choose the opposite gender when they select an avatar. Previously...
As the title suggests, the feminist reception of Lara Croft as a game character has been ambivalent ...
Computer games have now been around nearly forty years. The pace at which computer games have transf...
Video games in virtual worlds serve as reference points in negotiations of socially efficacious mean...
With the advent of new technologies expectations of new gender relations and (de)constructions also ...
Lara Croft, the heroine of the hugely popular Tomb Raider videogame series, is a representative of f...