000 | 03125nam a22004453i 4500 | ||
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001 | EBC6236330 | ||
003 | MiAaPQ | ||
005 | 20240724114345.0 | ||
006 | m o d | | ||
007 | cr cnu|||||||| | ||
008 | 240724s2020 xx o ||||0 eng d | ||
020 |
_a9781000093667 _q(electronic bk.) |
||
020 | _z9780367342807 | ||
035 | _a(MiAaPQ)EBC6236330 | ||
035 | _a(Au-PeEL)EBL6236330 | ||
035 | _a(OCoLC)1161403572 | ||
040 |
_aMiAaPQ _beng _erda _epn _cMiAaPQ _dMiAaPQ |
||
050 | 4 |
_aHD9993.E452 _b.C654 2021 |
|
100 | 1 | _aCole, Alayna. | |
245 | 1 | 0 |
_aCooperative Gaming : _bDiversity in the Games Industry and How to Cultivate Inclusion. |
250 | _a1st ed. | ||
264 | 1 |
_aMilton : _bTaylor & Francis Group, _c2020. |
|
264 | 4 | _c©2021. | |
300 | _a1 online resource (112 pages) | ||
336 |
_atext _btxt _2rdacontent |
||
337 |
_acomputer _bc _2rdamedia |
||
338 |
_aonline resource _bcr _2rdacarrier |
||
490 | 1 | _aError Series | |
505 | 0 | _aCover -- Half Title -- Title Page -- Copyright Page -- Table of Contents -- Authors -- Introduction -- CHAPTER 1: Being Marginalized -- BUT WHAT CAN I DO? -- Spend Money -- Act -- Speak Out -- Listen and Learn -- CHAPTER 2: Development and Representation -- REPRESENTATIONS OF MARGINALIZED IDENTITIES -- Gender -- Queer Identity -- Race -- Religion -- Chronic Health Conditions -- HOW DO I REPRESENT DIVERSITY? -- AAA versus Indie -- Accessible Game Engines -- Game Jams -- CHAPTER 3: Company Culture -- HIRING AND PROMOTING PRACTICES -- INTERNAL POLICIES AND TRAINING INITIATIVES -- Mission Statement -- Code of Conduct -- Accessibility Action Plan -- Training -- CREATING COMMUNITIES AND COUNCILS -- MENTORING -- EXTERNAL MESSAGING -- ASSESSING AND REFLECTING -- LEVERAGING FINANCIAL AND SOCIAL CAPITAL -- CHAPTER 4: Events -- COMMUNICATION AND CONSULTANCY -- CODE OF CONDUCT -- ONLINE MESSAGING -- STAFF, VOLUNTEERS, AND SPEAKERS -- PREPARE THE VENUE -- PROVIDE OPTIONS -- ARRIVING AT THE EVENT -- DO WE HAVE TO DO IT ALL? -- CHAPTER 5: Future of Diversity and Games -- REFERENCES -- NAME INDEX -- SUBJECT INDEX. | |
520 | _aCooperative Gaming provides context and practical advice regarding diversity in the games industry. It begins with a deep dive into research literature and the history of diversity in the games industry to provide context around what diversity is and why it is a topic worth considering. It looks at the different facets of diversity and games. | ||
588 | _aDescription based on publisher supplied metadata and other sources. | ||
590 | _aElectronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries. | ||
650 | 0 | _aComputer games industry-Social aspects. | |
655 | 4 | _aElectronic books. | |
700 | 1 | _aZammit, Jessica. | |
776 | 0 | 8 |
_iPrint version: _aCole, Alayna _tCooperative Gaming _dMilton : Taylor & Francis Group,c2020 _z9780367342807 |
797 | 2 | _aProQuest (Firm) | |
830 | 0 | _aError Series | |
856 | 4 | 0 |
_uhttps://ebookcentral.proquest.com/lib/orpp/detail.action?docID=6236330 _zClick to View |
999 |
_c18965 _d18965 |