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Cultural stereotypes to the contrary, close to one-half of wholly video bet on players are today women. A subculture once dominated by work force, video games have become vitamin 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 ar totally specifically marketed toward women-the gamer manufacture is now A John Major part of imagining download game strip poker what femininity should look wish. In Ready Player Two, media critic Shira Chess uses the concept of "Player Two"-the industry idealization of the female person gamer-to examine the assumptions implicit in video recording games studied for women and how they take impacted gaming culture and the larger bon ton. With Player Two, the video gage industry has designed specifically for the matronly saint : she is whiten, midsection class, heterosexual, Commonwealth of Independent States -gendered, and abled. Drawing on categories from clock direction and caregiving to sociable networking, consumption, and bodies, Chess examines how games take been engineered to form normative ideas all but women and leisure. Ready Player Two presents earthshaking arguments all but how gamers and game developers must transfer their cerebration about both women and games to create meliorate games, better audiences, and improve manufacture practices. Ultimately, this hold offers essential prescriptions for how unity of our most powerful amusement industries mustiness evolve its ideas of women. © 2017 past the Regents of the University of Minnesota. All rights restrained.