Jump to ContentJump to Main Navigation
Ready Player TwoWomen Gamers and Designed Identity$
Users without a subscription are not able to see the full content.

Shira Chess

Print publication date: 2017

Print ISBN-13: 9781517900694

Published to Minnesota Scholarship Online: May 2018

DOI: 10.5749/minnesota/9781517900694.001.0001

Show Summary Details

Playing with Consumption

Playing with Consumption

(p.121) 4 Playing with Consumption
Ready Player Two

Shira Chess

University of Minnesota Press

Chapter Four, “Playing with Consumption,” details how consumptive practices embedded in games create a path for Player Two in both positive and negative ways. This chapter considers free-to-play mechanics, fashion games, and discusses Kim Kardashian Hollywood in great detail.

Keywords:   Designed identity, Feminist video games, Women gamers, Gender and gaming, Casual games, Video games, Player two

Minnesota Scholarship Online requires a subscription or purchase to access the full text of books within the service. Public users can however freely search the site and view the abstracts and keywords for each book and chapter.

Please, subscribe or login to access full text content.

If you think you should have access to this title, please contact your librarian.

To troubleshoot, please check our FAQs, and if you can't find the answer there, please contact us.