Alayna Cole – författare
2 125 kr
Skickas inom 10-15 vardagar
805 kr
Skickas inom 10-15 vardagar
198 kr
Skickas inom 5-8 vardagar
207 kr
Skickas inom 5-8 vardagar
159 kr
Läs direkt efter köp
Now is the only moment that we can tangibly influence, as individuals and as a society. Technology is evolving exponentially. Human rights are also arguably better than they have ever been. Despite the unprecedented nature of this moment, however, history repeats itself. Amnesty International found in its 2022-23 report that human rights are being eroded globally, with increases in global conflict and war crimes, double standards of wealthy nations regarding issues like health care and refugees, and legislation impacting people''s access to medical abortion or ability to seek gender reaffirming care. Scientific advancement, technology, and global connectivity has completely transformed what it means to be human-like sand that has melted into glass. We have been displaced from the natural world we once inhabited, instead becoming caged by the guilt and shame that we often feel for choosing to be ourselves. But just as glass can return to the ocean and be reshaped by the tides into something magical, we can choose to reconnect with the cycles of the Earth, rediscover our history, and reimagine ourselves. When we are taught to think and behave in particular ways, it can feel rebellious-or wild-to pause, reflect, and dare to question that reality.
Alayna Cole''s unconventional memoir weaves research and stories about witchcraft, marginalisation, diet culture, hysteria, phytochemistry, home appliances, tarot cards, herbal medicine, neurodivergence, chronic illness, and the Moon to give insight into how we can each find our unique way of becoming wild.
600 kr
Läs direkt efter köp
Description
Cooperative Gaming provides context and practical advice regarding diversity in the games industry. The book 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. The book looks at the different facets of diversity and games, exploring the issues and solutions within game development, studio management, event planning, and more. It provides people with practical advice about being a marginalized person in the games industry and how to be heard, how studios can support inclusive practices, and events can actively become more accessible to a diverse audience.
Key Features
• Explores the history of diversity in games
• Provides important information around what it is like to be a marginalized person in the industry
• Gives practical steps to improve the inclusivity of the industry that are designed to aid in contextualizing and upskilling new developers
Author Bios
Alayna Cole is the managing director of Queerly Represent Me, a not-for-profit championing queer representation in games. Alayna is also a producer at Sledgehammer Games, co-chair of the IGDA LGBTQ+ special interest group, and an award-winning games journalist and game developer. She was featured on the 2016 and 2017 Develop Pacific 30 Under 30 lists and the 2017 and 2019 Develop Pacific Women in Games lists, and she has received several other accolades in the industry.
Jessica Zammit started writing in 2013 for Start Select Media, and for the next five years she followed her interest in writing about representations of mental health, diversity, and particularly, sexuality in video games. Jessica has been speaking about diversity in games at conventions such as PAX Australia since 2016 and has been featured on several other discussions in and around the topic of representation in games and games criticism. Along with her co-author, she is co-chair of the IGDA LGBTQ+ special interest group, and she was featured on the 2018 Develop Pacific 30 Under 30 and Women in Games lists.
656 kr
Läs direkt efter köp
Description
Cooperative Gaming provides context and practical advice regarding diversity in the games industry. The book 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. The book looks at the different facets of diversity and games, exploring the issues and solutions within game development, studio management, event planning, and more. It provides people with practical advice about being a marginalized person in the games industry and how to be heard, how studios can support inclusive practices, and events can actively become more accessible to a diverse audience.
Key Features
• Explores the history of diversity in games
• Provides important information around what it is like to be a marginalized person in the industry
• Gives practical steps to improve the inclusivity of the industry that are designed to aid in contextualizing and upskilling new developers
Author Bios
Alayna Cole is the managing director of Queerly Represent Me, a not-for-profit championing queer representation in games. Alayna is also a producer at Sledgehammer Games, co-chair of the IGDA LGBTQ+ special interest group, and an award-winning games journalist and game developer. She was featured on the 2016 and 2017 Develop Pacific 30 Under 30 lists and the 2017 and 2019 Develop Pacific Women in Games lists, and she has received several other accolades in the industry.
Jessica Zammit started writing in 2013 for Start Select Media, and for the next five years she followed her interest in writing about representations of mental health, diversity, and particularly, sexuality in video games. Jessica has been speaking about diversity in games at conventions such as PAX Australia since 2016 and has been featured on several other discussions in and around the topic of representation in games and games criticism. Along with her co-author, she is co-chair of the IGDA LGBTQ+ special interest group, and she was featured on the 2018 Develop Pacific 30 Under 30 and Women in Games lists.
925 kr
Läs direkt efter köp
Games as Texts provides an overview and practical steps for analysing games in terms of their representations of social structures, class, power, race, sexuality, gender, animals, nature, and ability. Each chapter applies a traditional literary theory to the narrative and mechanics of games and explores the social commentary the games encourage. This approach demonstrates to players, researchers, games media, and non-gamers how they can engage with these cultural artefacts through both critical reading and theoretical interpretations.
Key Features:
Explores games through various literary and theoretical lenses
Provides exemplar analysis and guiding questions to help readers think critically about games
Highlights the social commentary that all texts can reveal—including games—and how this impacts narrative and mechanics
925 kr
Läs direkt efter köp
Games as Texts provides an overview and practical steps for analysing games in terms of their representations of social structures, class, power, race, sexuality, gender, animals, nature, and ability. Each chapter applies a traditional literary theory to the narrative and mechanics of games and explores the social commentary the games encourage. This approach demonstrates to players, researchers, games media, and non-gamers how they can engage with these cultural artefacts through both critical reading and theoretical interpretations.
Key Features:
Explores games through various literary and theoretical lenses
Provides exemplar analysis and guiding questions to help readers think critically about games
Highlights the social commentary that all texts can reveal—including games—and how this impacts narrative and mechanics