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I first realized the power of games when I won the Geography Bee in my elementary school. I had been playing Carmen Sandiego, which encouraged me to study maps and read almanacs. I started to see how games could motivate interest in all different topics. But I didn’t realize I could makegames until I was a graduate student at MIT, and I made an augmented reality game to teach history. Since then I have been designing games to inspire connection, care, and curiosity. I am Associate Professor and Director of Games at Marist College, and I have designed media for organizations like the World Health Organization, Scholastic, and Nickelodeon.
If we want to heal the world, we first need a little love. Some might not associate games with emotions, care, and love, but they couldn’t be more wrong. I think about all the virtual creatures, critters, characters, and real friends that I have connected with through games. Love and Electronic Affection provides a fantastic overview of love and affection in games like Dragon Age, Life is Strange, and Bioshock.
Love and Electronic Affection: A Design Primer brings together thought leadership in romance and affection games to explain the past, present, and possible future of affection play in games. The authors apply a combination of game analysis and design experience in affection play for both digital and analog games. The research and recommendations are intersectional in nature, considering how love and affection in games is a product of both player and designer age, race, class, gender, and more. The book combines game studies with game design to offer a foundation for incorporating affection into playable experiences.
I first realized the power of games when I won the Geography Bee in my elementary school. I had been playing Carmen Sandiego, which encouraged me to study maps and read almanacs. I started to see how games could motivate interest in all different topics. But I didn’t realize I could makegames until I was a graduate student at MIT, and I made an augmented reality game to teach history. Since then I have been designing games to inspire connection, care, and curiosity. I am Associate Professor and Director of Games at Marist College, and I have designed media for organizations like the World Health Organization, Scholastic, and Nickelodeon.
Gaming is culture. If we want to redesign our culture, and make it more equitable, we need to look at gaming. Woke Gaming has useful examples of challenges to racial inequality, such as the board game DiscrimiNationor fan responses to games like The Legend of Zelda and World of Warcraft. Systemic change is hard, but necessary, and this book helps us to imagine a better world.
From #Gamergate to the 2016 election, to the daily experiences of marginalized perspectives, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole.
Drawing from groundbreaking research on counter and oppositional gaming and from popular games such as World of Warcraft and Tomb Raider, Woke Gaming examines resistance to problematic spaces…
I first realized the power of games when I won the Geography Bee in my elementary school. I had been playing Carmen Sandiego, which encouraged me to study maps and read almanacs. I started to see how games could motivate interest in all different topics. But I didn’t realize I could makegames until I was a graduate student at MIT, and I made an augmented reality game to teach history. Since then I have been designing games to inspire connection, care, and curiosity. I am Associate Professor and Director of Games at Marist College, and I have designed media for organizations like the World Health Organization, Scholastic, and Nickelodeon.
If we want to inspire the world, we need to start by teaching the next generation. Gaming SEL shows us how games can teach important skills like compassion, care, and perspective-taking. Dr. Farber, the book’s author, and I have collaborated on research in this area, and it is exciting to see the power of games in helping our students learn, grow, and care about each other.
Games enable children to practice emotions in spaces that are free from actualized consequences. With thoughtful guidance, games can help children manage emotions, perspective-take, demonstrate empathic concern, and exhibit prosocial behaviors.
Emerging research suggests that these competencies-also known as social and emotional learning (SEL) skills-are, in fact, teachable. In Gaming SEL: Games as Transformational to Social and Emotional Learning, Matthew Farber investigates the rich opportunities games have in supporting SEL skill development. Experts from the fields of education, game development, and SEL-including folks from CASEL, the Fred Rogers Center, Greater Good in Education, iThrive Games, Minecraft Education, and UNESCO MGIEP-share…
I first realized the power of games when I won the Geography Bee in my elementary school. I had been playing Carmen Sandiego, which encouraged me to study maps and read almanacs. I started to see how games could motivate interest in all different topics. But I didn’t realize I could makegames until I was a graduate student at MIT, and I made an augmented reality game to teach history. Since then I have been designing games to inspire connection, care, and curiosity. I am Associate Professor and Director of Games at Marist College, and I have designed media for organizations like the World Health Organization, Scholastic, and Nickelodeon.
So games just may help solve the world’s problems. Let’s share the news with everyone, including kids! Video Games Save the Worlddoes just that. It uses kid-friendly language, examples, and illustrations of how gaming is helping us make positive change. For instance, it talks about the fantastic organization Games for Change, and all different types of games including indie games and VR games.
To save the world, one must play video games. Sounds ridiculous, right? But in reality many people are looking to video games to tackle many of the world's problems. Take a closer look at the ways in which video games can help save the world.
I grew up playing video games from a classic Atari onward. And, if I could go back and tell my younger self his job would be to travel around the world talking, writing, and teaching about video games he never would have believed me. But, if he did, he’d be really excited about what was coming for him. I am consistently both shocked and thrilled that I get to do this as a job, and my favorite bit is often the teaching and communicating about games. It’s a blast!
I always love to read books that do something or cover things that I’ll never be able to do on my own, and Gray crushes that in this book.
Through an awesome set of interviews with players, Gray breaks down how Black users encounter racism in gaming spaces and how they deal with the ongoing structural problems in games. Gray gives voice to perspectives that aren’t heard enough, and I learned a ton from this book.
In Intersectional Tech: Black Users in Digital Gaming, Kishonna L. Gray interrogates blackness in gaming at the intersections of race, gender, sexuality, and (dis)ability. Situating her argument within the context of the concurrent, seemingly unrelated events of Gamergate and the Black Lives Matter movement, Gray highlights the inescapable chains that bind marginalized populations to stereotypical frames and limited narratives in video games. Intersectional Tech explores the ways that the multiple identities of black gamers some obvious within the context of games, some more easily concealed affect their experiences of gaming.
The normalization of whiteness and masculinity in digital culture inevitably…
I started my career as a historian of gender and sexuality, but in what I sometimes describe as a mid-career crisis I became a historian of the US Army. I love doing research in archives, piecing together the scraps of stories and conversations into a broader whole, figuring out how people made sense of the world they lived in. The books I write make arguments that I hope will be useful to other historians and to military leaders, but I also want people to enjoy reading them.
Kara Vuic gives us the story of young women who went to war—not those in the uniforms of military service, but those who were sent to help boost morale of the men who fought and to remind them of the homes they’d left behind.
She’s keenly aware of the complications and contradictions in the roles the women were expected to fulfill, and of the emotional toll of their work, but she also offers us a sense of their spirit of adventure and a glimpse of the more intimate aspects of 20th century US wars.
The story of the intrepid young women who volunteered to help and entertain American servicemen fighting overseas, from World War I through the wars in Afghanistan and Iraq.
The emotional toll of war can be as debilitating to soldiers as hunger, disease, and injury. Beginning in World War I, in an effort to boost soldiers' morale and remind them of the stakes of victory, the American military formalized a recreation program that sent respectable young women and famous entertainers overseas.
Kara Dixon Vuic builds her narrative around the young women from across the United States, many of whom had never…
I am a retired professor of kinesiology at North Central College in Naperville, Illinois. I am the former president of the North American Society for Sport History and vice-president of the International Society for the History of Physical Education and Sport, as well as a Fulbright Scholar. I have presented my research in more than three dozen countries and have over 250 publications, including 31 books, most of which pertain to sports history and sociology. I draw on my own history for inspiration and believe that sport has inspirational lessons for life.
This next one covers the concurrent growth of cities and athletics over the nineteenth and twentieth centuries. It provides much interest to readers in search of economic, social, and political history, ethnic assimilation, and the growth of municipal areas.
Riess reaches well beyond the professional leagues to elucidate the growth of youth sport, religious endeavors, and the use of public space in city planning among the often conflicting needs of disparate groups.
Comprehensive and thoughtful, City Games looks at the complex interrelationship and interdependency between sport and the city. Steven A. Riess shows how demographic growth, evolving special arrangements, social reform, the formulation of class and ethnic subcultures, the expansion of urban government, and the rise of political machines and crime syndicates all interacted to influence the development of sports in the United States.
I’m a narrative nonfiction writer whose subjects range from politics to professional football, from racial conflict to environmental destruction, from inner-city public education to social justice to spinal cord injury. The settings for my books range from the Galapagos Islands to the swamps of rural Florida, to Arctic Alaska. I typically live with and among my subjects for months at a time, portraying their lives in an intimately personal way.
This book is similar to mine, following a team of high school basketball players through a season, but it’s set in an urban environment: Brooklyn’s Coney Island. The boys it focuses on are African-American, the off-court struggles they and their community face (crime, violence, drug use, the lure of the streets, and the corruption of college basketball recruiters) differ from those that challenge the kids in remote Alaska, but the joy and solace they find in the game itself are the same. The writing is terrific—lucidly and intimately bringing to life the four boys whose lives it focuses on.
Darcy Frey chronicles the aspirations of four young men as they navigate the NCAA recruitment process, their only hope of escape from a life of crime, poverty, and despair.
It ought to be just a game, but basketball on the playgrounds of Coney Island is much more than that. In The Last Shot, the aspirations of a few of the neighborhood's most promising players reveal that what they have going for them (athletic talent, grace, and years of dedication) may not be enough to defeat what's working against them: woefully inadequate schooling, family circumstances that are often desperate, and the…
I’m a Shakespeare scholar with a particular interest in theatre history and the repertories of the London commercial playing companies of the late-sixteenth and early-seventeenth centuries. I’m particularly fascinated by the hundreds of plays written during this period that have not survived, whether as the result of fire, vandalism, censorship, or more mundane causes like a lack of interest in or opportunity for publication. The surviving plays from the period are the distinct minority; yet the plays lost to us were known to Shakespeare and his contemporaries, who often wrote in response to what else was being performed across London.
Some of the most exciting discoveries in theatre history in recent years have been archaeological, not archival: the excavation of the Curtain theatre’s foundations in Shoreditch, for example, and the revelation that it was rectangular and much larger than previously thought. Davies’ new book capitalises on a series of such findings and complements them with his own rigorous archival work, putting pressure on the very concept of a ‘playhouse’ and what it can be—or rather, what it meant to Shakespeare’s audiences.
This book offers an accessible introduction to England's sixteenth- and early seventeenth-century playing industry and a fresh account of the architecture, multiple uses, communities, crowds, and proprietors of playhouses.
It builds on recent scholarship and new documentary and archaeological discoveries to answer the questions: what did playhouses do, what did they look like, and how did they function? The book will accordingly introduce readers to a rich and exciting spectrum of "play" and playhouses, not only in London but also around England. The detailed but wide-ranging case studies examined here go beyond staged drama to explore early modern sport, gambling,…
I hate rainy days, I check the weather forecast diligently to make sure I don’t have to go out on a rainy day. However I became a mother of two boys and with little kids, I had to go out rain or shine. My kids don’t get bothered by the rain, they rather love it, so I learned to enjoy the rainy days just like the grumpy old man from RainI And we enjoyed rainy day activities like drawing, reading about rainy day stories while cuddling on the sofa. These books remind me of those happy rainy days and they will certainly brighten up your rainy days.
I’m a big fan of Simona Ciraolo, and the cover of this book is so perfect! Every spread is filled with brilliant moments of the four seasons. Especially the rainy day spreads are my favorites. It makes you anticipate rainy days even though you’re not a rain person.
Come summer, autumn or winter, a little boy is going to make the best of it.
Nothing is better than summer, swimming every day and eating ice cream. But a little boy's big sister has BIG news. She tells him that summer is going to end soon ... and winter is coming! When winter comes, she says, it will be cold ... and dark ... and rain all the time. They'll be stuck on the sofa for days and won't even dream of eating ice cream...
From author-illustrator Simona Ciraolo, this is a celebration of the changing of the seasons,…
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