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Sex in video games / Brenda Brathwaite.

By: Material type: TextTextSeries: Advances in computer graphics and game developmentPublisher: Boston, Mass. : Charles River Media, [2007]Copyright date: ©2007Description: xv, 319 pages : illustrations ; 25 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 1584504595
  • 9781584504597
Subject(s): DDC classification:
  • 794.8 22
LOC classification:
  • GV1469.34.S52 B73 2007
Contents:
1. Defining sex -- 2. History of sex in games -- 3. Emergent sex -- 4. The sexual backlash - hot coffee -- 5. Positive inclusion -- 6. Self-regulation -- 7. Censorship -- 8. Obscenity / Deborah Solomon -- 9. What's appropriate -- 10. Reaching the market -- 11. Responsibility -- 12. Corporate concerns -- 13. Sex across cultures -- 14. Interviews.
Review: "Developers, publishers, retailers, and consumers are asking themselves: When is sex appropriate in a game? How far is too far? What will it mean for the product? For its distribution? For my company? For me? Do games with sexual content sell better? Are they generally profitable? So far, there are no definitive answers to these questions." "Sex in Video Games provides insight into this issue and presents guidelines and answers by studying the history of sexual content use in games and within the industry itself. In addition, the book considers ethical issues, parental and retailer responsibility, and explores industry attempts at self-regulation, along with a growing concern about potential censorship."--BOOK JACKET.
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Holdings
Item type Current library Call number Copy number Status Date due Barcode
Book City Campus City Campus Main Collection 794.8 BRA (Browse shelf(Opens below)) 1 Available A406997B

Includes bibliographical references and index.

1. Defining sex -- 2. History of sex in games -- 3. Emergent sex -- 4. The sexual backlash - hot coffee -- 5. Positive inclusion -- 6. Self-regulation -- 7. Censorship -- 8. Obscenity / Deborah Solomon -- 9. What's appropriate -- 10. Reaching the market -- 11. Responsibility -- 12. Corporate concerns -- 13. Sex across cultures -- 14. Interviews.

"Developers, publishers, retailers, and consumers are asking themselves: When is sex appropriate in a game? How far is too far? What will it mean for the product? For its distribution? For my company? For me? Do games with sexual content sell better? Are they generally profitable? So far, there are no definitive answers to these questions." "Sex in Video Games provides insight into this issue and presents guidelines and answers by studying the history of sexual content use in games and within the industry itself. In addition, the book considers ethical issues, parental and retailer responsibility, and explores industry attempts at self-regulation, along with a growing concern about potential censorship."--BOOK JACKET.

Machine converted from AACR2 source record.

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