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 Bodies

Playing with Bodies

(p.149) 5 Playing with Bodies
Ready Player Two

Shira Chess

University of Minnesota Press

Chapter Five, “Playing with Bodies,” considers how bodies in games intended for women audiences create a “body problem,” wherein the bodies of player two are often managed by the gaming texts. This chapter considers both in-game bodies (avatars) and the extra-game bodies of the players.

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.