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Ready Player Two – Women Gamers and Designed Identity - Minnesota Scholarship Online
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Ready Player Two: Women Gamers and Designed Identity

Shira Chess


Since the mid-2000s, an increasing number of video games have been designed for women audiences. The market is tenuous, and has grown in spurts, but has resulted in a reality where roughly half of all video game players are now women. What once was considered a masculine domain is currently embedded in a stylistic and economic shift. With this in mind, Ready Player Two: Women, Video Games, and Designed Identity is an analysis of video games designed and advertised for women audiences, with the goal of better understanding what is really “at play” in these games. Games in this category range in ... More

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

Bibliographic Information

Print publication date: 2017 Print ISBN-13: 9781517900694
Published to Minnesota Scholarship Online: May 2018 DOI:10.5749/minnesota/9781517900694.001.0001


Affiliations are at time of print publication.

Shira Chess, author
University of Georgia

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