Shira Chess
Datos Biográficos
| ID | 6715170 |
|---|---|
| NOMBRE | Shira Chess |
| NOMBRES | Shira |
| APELLIDO | Chess |
| FIRMA | CHESS S |
| AFILIACIONES | University of Georgia |
| VERIFICADO | No |
| TOTAL DE OBRAS | 17 |
| TOTAL DE CITAS | 64 |
| TOTAL COMO AUTOR | 17 |
| TOTAL COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 2011 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2023 |
| ÍNDICE H | 5 |
Magic in the Air
Leading up to, during, and immediately following the 2016 US election of Donald Trump, there was buzz about magic on the internet. From the meme magic of the cult of Kek to liberal witches performing binding spells, magic seemed to emerge out of thin air. However, while technology and the occult may seem like strange bedfellows, they have a cozier historical relationship then we often acknowledge. For instance, it has been well-documented that th…
Pleasure+gender+play
From the start, play and game studies scholars have investigated the experiences of women and girls who play games online, as well as gendered assumptions around digital as well as non-digital play (Brunner et al., 2000; Bryce & Rutter, 2002; Delamere & Shaw, 2008; Fron et al., 2007a, 2007b; Pearce, 2009). Scholars have challenged ideas such as that girls and women have weaker gameplay skills than boys and men (Jenson & De Castell, 2008), that wo…
The End of Casual
This special issue is meant to provide an intervention. We are undertaking this project to broaden the corpus of Games Studies by both critiquing casual as a label, yet simultaneously legitimizing it as an important category of both study and play. Additionally, historicizing the terms casual and hardcore as categories uncovers the ways that the video game industry talks about its products and how academic work often replicates biases against cas…
Kim Kardashian is my new BFF
Mobile-based celebrity games are a by-product of a new, more feminized video game industry. Within celebrity games, the player engages with celebrity culture in a variety of ways, often being transformed into their own brand of celebrity. Celebrity games are a form of hypertrophic media, based on the dyadic interactions between the player and celebrity. Within this, one becomes a looking-glass celebrity—an enculturation process by which the celeb…
Attack of the 50-foot social justice warrior
This essay considers the origin and meaning of “social justice warrior” (SJW) memes. Despite each term within the phrase suggesting potentially positive connotations, we argue that as deployed within “alt-right” communities, it implies a kind of monstrous feminine: a woman who is unwieldy and out of control. We catalogue and analyze this meme using a visual discourse analysis of texts gathered through Google Images and Reddit. Our findings sugges…
Ready Player Two
Ready Player Two
In this December 18, 2017 conversation, author Shira Chess discusses her book, Ready Player Two: Women Gamers and Designed Identity, which discusses how the assumptions within in games designed for women have implications for gaming and society at large
What Does a Gamer Look Like? Video Games, Advertising, and Diversity
Recent years have seen changes to the video game industry and the image of video game players. There are more games on the market and a larger variety of ways to play those games. Yet, despite market shifts, authors such as Shaw demonstrate that there are still tensions surrounding gamer identification. Even as next-generation systems (such as the Xbox One, the PlayStation 4, and the Wii U) and casual gaming take hold of the market, tension remai…
A time for play
Games such as FarmVille and other casuals played on social networks and mobile devices have recently become increasingly popular. Research on Social Networking Games (SNGs) often focuses on the “social” aspects—how this newer style of games engenders social relationships from disparate locations. This essay examines the genre of gaming in terms of their industry category, “Invest/Express Games.” Using the Invest/Express label as a means of rethin…
Folklore, Horror Stories, and the Slender Man
The Slender Man entered the general popular consciousness in May 2014, when two young girls led a third girl into a wooded area and stabbed her. Examining the growth of the online horror phenomenon, t
A Conspiracy of Fishes, or, How We Learned to Stop Worrying About #GamerGate and Embrace Hegemonic Masculinity
Recently, the margins between gaming and feminism have become increasingly contentious (Salter & Blodgett, 2012 Salter, A., & Blodgett, B. (2012). Hypermasculinity & Dickwolves: The contentious role of women in the new gaming public. Journal of Broadcasting & Electronic Media, 56, 401–416. doi:10.1080/08838151.2012.705199[Taylor & Francis Online], [Web of Science ®] , [Google Scholar]). This article addresses a cultural moment where masculine gam…
Augmented regionalism
As new mobile and gaming technologies become increasingly ubiquitous, they encourage new modes of storytelling and engagement. This article focuses on the Google game Ingress, which combines augmented reality with geomedia to create a robust and complex digital narrative. More importantly, Ingress combines globalism with regionalism in a way that rewrites the regional as global, and vice versa. In turn, the transformative nature of the smaller re…
Uncanny Gaming
As video games are increasingly designed for and marketed to women players, new gaming styles, themes, and mechanics have become popularized. This analysis considers how the games in the Ravenhearst trilogy both reinforce and complicate expectations of women gamers through repurposing the gothic romance. While the series does not market itself exclusively to women, the narrative specifically places the player in the subject position that implies …
Strange Bedfellows
At first blush, the romance might seem antithetical to gaming. The masculine hegemony of the video game industry creates specific genre expectations about video games. Just as "extending play" is about opening itself to new kinds of ways that people play, it also encompasses extending to new audiences. At the same time, there is always a risk of ghettoizing new audiences-reinforcing stereotypes that keep gamers marginalized. This essay analyzes o…
Lessons down a rabbit hole
Alternate Reality Games can be used to reinforce classroom knowledge by encouraging collective learning practices and focusing on new media literacy skills. An Alternate Reality Game creates a game space from real-world locations by relying on information, both online and offline, to physically involve players in a game “space.” While the majority of large Alternate Reality Games, to date, have been used as part of marketing campaigns, an increas…
Open-Sourcing Horror
On 8 June 2009, a member of the online forum Something Awful began a new thread, challenging members to 'create paranormal images through Photoshop'. For two days forum members created the expected fare: a variety of ghostly or generally creepy images (often adding half-seen spirits into backgrounds of real pictures). On 10 June, the tenor of the forum shifted dramatically, though, when a user posted two 'photos' and a news story identifying a fa…
Going with the Flo
This essay analyzes the video games in the popular Diner Dash franchise, paying specific attention to the games' protagonist Flo. While on its surface, the series appears to be a number of simple games about a waitress, they reflect more complex themes about gender, empowerment, work, and play. Ultimately, I argue that the game series can be seen as an open-ended (producerly) text that invites several possible interpretations (and negotiations) o…
Attack of the 50-foot social justice warrior
This essay considers the origin and meaning of “social justice warrior” (SJW) memes. Despite each term within the phrase suggesting potentially positive connotations, we argue that as deployed within “alt-right” communities, it implies a kind of monstrous feminine: a woman who is unwieldy and out of control. We catalogue and analyze this meme using a visual discourse analysis of texts gathered through Google Images and Reddit. Our findings sugges…
Ready Player Two
The End of Casual
This special issue is meant to provide an intervention. We are undertaking this project to broaden the corpus of Games Studies by both critiquing casual as a label, yet simultaneously legitimizing it as an important category of both study and play. Additionally, historicizing the terms casual and hardcore as categories uncovers the ways that the video game industry talks about its products and how academic work often replicates biases against cas…
What Does a Gamer Look Like? Video Games, Advertising, and Diversity
Recent years have seen changes to the video game industry and the image of video game players. There are more games on the market and a larger variety of ways to play those games. Yet, despite market shifts, authors such as Shaw demonstrate that there are still tensions surrounding gamer identification. Even as next-generation systems (such as the Xbox One, the PlayStation 4, and the Wii U) and casual gaming take hold of the market, tension remai…
A time for play
Games such as FarmVille and other casuals played on social networks and mobile devices have recently become increasingly popular. Research on Social Networking Games (SNGs) often focuses on the “social” aspects—how this newer style of games engenders social relationships from disparate locations. This essay examines the genre of gaming in terms of their industry category, “Invest/Express Games.” Using the Invest/Express label as a means of rethin…
Going with the Flo
This essay analyzes the video games in the popular Diner Dash franchise, paying specific attention to the games' protagonist Flo. While on its surface, the series appears to be a number of simple games about a waitress, they reflect more complex themes about gender, empowerment, work, and play. Ultimately, I argue that the game series can be seen as an open-ended (producerly) text that invites several possible interpretations (and negotiations) o…
Kim Kardashian is my new BFF
Mobile-based celebrity games are a by-product of a new, more feminized video game industry. Within celebrity games, the player engages with celebrity culture in a variety of ways, often being transformed into their own brand of celebrity. Celebrity games are a form of hypertrophic media, based on the dyadic interactions between the player and celebrity. Within this, one becomes a looking-glass celebrity—an enculturation process by which the celeb…
Uncanny Gaming
As video games are increasingly designed for and marketed to women players, new gaming styles, themes, and mechanics have become popularized. This analysis considers how the games in the Ravenhearst trilogy both reinforce and complicate expectations of women gamers through repurposing the gothic romance. While the series does not market itself exclusively to women, the narrative specifically places the player in the subject position that implies …
Strange Bedfellows
At first blush, the romance might seem antithetical to gaming. The masculine hegemony of the video game industry creates specific genre expectations about video games. Just as "extending play" is about opening itself to new kinds of ways that people play, it also encompasses extending to new audiences. At the same time, there is always a risk of ghettoizing new audiences-reinforcing stereotypes that keep gamers marginalized. This essay analyzes o…
Going with the Flo
This essay analyzes the video games in the popular Diner Dash franchise, paying specific attention to the games' protagonist Flo. While on its surface, the series appears to be a number of simple games about a waitress, they reflect more complex themes about gender, empowerment, work, and play. Ultimately, I argue that the game series can be seen as an open-ended (producerly) text that invites several possible interpretations (and negotiations) o…
Open-Sourcing Horror
On 8 June 2009, a member of the online forum Something Awful began a new thread, challenging members to 'create paranormal images through Photoshop'. For two days forum members created the expected fare: a variety of ghostly or generally creepy images (often adding half-seen spirits into backgrounds of real pictures). On 10 June, the tenor of the forum shifted dramatically, though, when a user posted two 'photos' and a news story identifying a fa…
Lessons down a rabbit hole
Alternate Reality Games can be used to reinforce classroom knowledge by encouraging collective learning practices and focusing on new media literacy skills. An Alternate Reality Game creates a game space from real-world locations by relying on information, both online and offline, to physically involve players in a game “space.” While the majority of large Alternate Reality Games, to date, have been used as part of marketing campaigns, an increas…
Augmented regionalism
As new mobile and gaming technologies become increasingly ubiquitous, they encourage new modes of storytelling and engagement. This article focuses on the Google game Ingress, which combines augmented reality with geomedia to create a robust and complex digital narrative. More importantly, Ingress combines globalism with regionalism in a way that rewrites the regional as global, and vice versa. In turn, the transformative nature of the smaller re…
Uncanny Gaming
As video games are increasingly designed for and marketed to women players, new gaming styles, themes, and mechanics have become popularized. This analysis considers how the games in the Ravenhearst trilogy both reinforce and complicate expectations of women gamers through repurposing the gothic romance. While the series does not market itself exclusively to women, the narrative specifically places the player in the subject position that implies …
Strange Bedfellows
At first blush, the romance might seem antithetical to gaming. The masculine hegemony of the video game industry creates specific genre expectations about video games. Just as "extending play" is about opening itself to new kinds of ways that people play, it also encompasses extending to new audiences. At the same time, there is always a risk of ghettoizing new audiences-reinforcing stereotypes that keep gamers marginalized. This essay analyzes o…
Folklore, Horror Stories, and the Slender Man
The Slender Man entered the general popular consciousness in May 2014, when two young girls led a third girl into a wooded area and stabbed her. Examining the growth of the online horror phenomenon, t
A Conspiracy of Fishes, or, How We Learned to Stop Worrying About #GamerGate and Embrace Hegemonic Masculinity
Recently, the margins between gaming and feminism have become increasingly contentious (Salter & Blodgett, 2012 Salter, A., & Blodgett, B. (2012). Hypermasculinity & Dickwolves: The contentious role of women in the new gaming public. Journal of Broadcasting & Electronic Media, 56, 401–416. doi:10.1080/08838151.2012.705199[Taylor & Francis Online], [Web of Science ®] , [Google Scholar]). This article addresses a cultural moment where masculine gam…
What Does a Gamer Look Like? Video Games, Advertising, and Diversity
Recent years have seen changes to the video game industry and the image of video game players. There are more games on the market and a larger variety of ways to play those games. Yet, despite market shifts, authors such as Shaw demonstrate that there are still tensions surrounding gamer identification. Even as next-generation systems (such as the Xbox One, the PlayStation 4, and the Wii U) and casual gaming take hold of the market, tension remai…
A time for play
Games such as FarmVille and other casuals played on social networks and mobile devices have recently become increasingly popular. Research on Social Networking Games (SNGs) often focuses on the “social” aspects—how this newer style of games engenders social relationships from disparate locations. This essay examines the genre of gaming in terms of their industry category, “Invest/Express Games.” Using the Invest/Express label as a means of rethin…
Ready Player Two
Ready Player Two
In this December 18, 2017 conversation, author Shira Chess discusses her book, Ready Player Two: Women Gamers and Designed Identity, which discusses how the assumptions within in games designed for women have implications for gaming and society at large
Kim Kardashian is my new BFF
Mobile-based celebrity games are a by-product of a new, more feminized video game industry. Within celebrity games, the player engages with celebrity culture in a variety of ways, often being transformed into their own brand of celebrity. Celebrity games are a form of hypertrophic media, based on the dyadic interactions between the player and celebrity. Within this, one becomes a looking-glass celebrity—an enculturation process by which the celeb…
Attack of the 50-foot social justice warrior
This essay considers the origin and meaning of “social justice warrior” (SJW) memes. Despite each term within the phrase suggesting potentially positive connotations, we argue that as deployed within “alt-right” communities, it implies a kind of monstrous feminine: a woman who is unwieldy and out of control. We catalogue and analyze this meme using a visual discourse analysis of texts gathered through Google Images and Reddit. Our findings sugges…
The End of Casual
This special issue is meant to provide an intervention. We are undertaking this project to broaden the corpus of Games Studies by both critiquing casual as a label, yet simultaneously legitimizing it as an important category of both study and play. Additionally, historicizing the terms casual and hardcore as categories uncovers the ways that the video game industry talks about its products and how academic work often replicates biases against cas…
Pleasure+gender+play
From the start, play and game studies scholars have investigated the experiences of women and girls who play games online, as well as gendered assumptions around digital as well as non-digital play (Brunner et al., 2000; Bryce & Rutter, 2002; Delamere & Shaw, 2008; Fron et al., 2007a, 2007b; Pearce, 2009). Scholars have challenged ideas such as that girls and women have weaker gameplay skills than boys and men (Jenson & De Castell, 2008), that wo…
Magic in the Air
Leading up to, during, and immediately following the 2016 US election of Donald Trump, there was buzz about magic on the internet. From the meme magic of the cult of Kek to liberal witches performing binding spells, magic seemed to emerge out of thin air. However, while technology and the occult may seem like strange bedfellows, they have a cozier historical relationship then we often acknowledge. For instance, it has been well-documented that th…
Sociology (14 obras) · Digital Games and Media (13 obras) · Computer Science (12 obras) · Psychology (10 obras) · Art (9 obras) · Gender, Feminism, and Media (8 obras) · Multimedia (8 obras) · Aesthetics (7 obras) · Political science (7 obras) · Video game (7 obras)