Putting the Gay in Games
暂无分享,去创建一个
[1] Berrin A. Beasley,et al. Shirts vs. Skins: Clothing as an Indicator of Gender Role Stereotyping in Video Games , 2002 .
[2] Ron Leone. Contemplating Ratings: An Examination of What the MPAA Considers “Too Far for R” and Why , 2002 .
[3] T. L. Taylor. Multiple Pleasures , 2003 .
[4] F. Fejes. Straight News: Gays, Lesbians and the News Media , 1996 .
[5] S. Kline,et al. Digital Play: The Interaction of Technology, Culture, and Marketing , 2003 .
[6] Gaye Tuchman. Making News: A Study in the Construction of Reality , 1978 .
[7] Henry Jenkins,et al. From Barbie to Mortal Kombat: gender and computer games , 1998 .
[8] Aphra Kerr. The business and culture of digital games Gamework / Gameplay , 1974 .
[9] R. Streitmatter. Up from Invisibility: Lesbians, Gay Men, and the Media in America , 2002 .
[10] Nick Couldry,et al. Inside Culture: Re-imagining the Method of Cultural Studies , 2000 .
[11] Storyline and the multicultural middlebrow: Reading women's culture on national public radio , 1999 .
[12] E. Shorter. About the history of sexuality. , 2007, Neuropsychopharmacologia Hungarica : a Magyar Pszichofarmakologiai Egyesulet lapja = official journal of the Hungarian Association of Psychopharmacology.
[13] Brenda Brathwaite,et al. Sex in Video Games , 2006 .
[14] R. Becker. Gay TV and Straight America , 2006 .
[15] Martyn Hammersley,et al. Ethnography : Principles in Practice , 1983 .
[16] C. Glaubke,et al. Fair Play? Violence, Gender and Race in Video Games. , 2001 .
[17] Russell B. Williams,et al. Aggression, competition and computer games: computer and human opponents , 2002, Comput. Hum. Behav..
[18] Claudia Medina,et al. Engaging girls with computers through software games , 2000, Commun. ACM.
[19] A. Strauss,et al. The discovery of grounded theory: strategies for qualitative research aldine de gruyter , 1968 .
[20] T. Dietz. An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior , 1998 .
[21] Beth Olson. Killing Us Softly 3: Advertising's Image of Women / Game Over: Gender, Race & Violence in Video Games , 2000 .
[22] A. Doty,et al. Making Things Perfectly Queer: Interpreting Mass Culture , 1993 .
[23] Gerard Jones,et al. Killing monsters: Why children need fantasy, super heroes, and make-believe violence / Gerard Jones , 2003 .
[24] James Paul Gee,et al. What video games have to teach us about learning and literacy , 2007, CIE.
[25] Julie D’Acci,et al. Defining women : television and the case of Cagney & Lacey , 1994 .
[26] C. Hardy,et al. Discourse and Institutions , 2004 .
[27] L. Gross,et al. Living with television: the violence profile. , 1976, The Journal of communication.
[28] Gaye Tuchman,et al. The Symbolic Annihilation of Women by the Mass Media , 2000 .
[29] H. Benshoff,et al. Queer Images : A History of Gay and Lesbian Film in America , 2005 .
[30] Ryan Gilbey. This Film Is Not Yet Rated , 2006 .
[31] Aphra Kerr,et al. The Business and Culture of Digital Games: Gamework and Gameplay , 2006 .
[32] J. Cleary. The Prime Time Closet: A History of Gays and Lesbians on TV , 2003 .
[33] M. Aaron. New queer cinema : a critical reader , 2004 .
[34] Suzanna Danuta Walters,et al. All the Rage: The Story of Gay Visibility in America , 2001 .
[35] Paul M. Hirsch,et al. Production Organizations in the Arts , 1976 .
[36] Katherine Sender,et al. Business, Not Politics: The Making of the Gay Market , 2005 .
[37] John Shelton Lawrence,et al. The Audience in Everyday Life: Living in a Media World , 2004 .
[38] David J. Leonard. Not a Hater, Just Keepin' It Real , 2006, Games Cult..