


This book is the first study to provide a situated investigation of the site of family play- the shared spaces and private places of gameplay within the domestic sphere.

It carries out an empirically grounded and critical analysis of what marketing and sales discourses about shifts in the digital games audience actually look like in the space of the home, as well as the social and cultural role these ludic technologies take in the everyday practices of the family in the domestic context. It examines the material realities of video game technologies in the home including time management and spatial organization, as well as the discursive role these devices play in discussions of technological competence and its complex relationship to age, generational differences, and gender performance. Harvey's interdisciplinary approach and innovative methodology will hold great critical appeal for those studying digital culture, children's media, and feminist studies of new media, as well as critical theories of technology and leisure and sport theory. This book deals with innovation and gender. It explores women’s inventions and innovations and recognition of that work, including the creative work leading to innovations and the varied forms of innovation, ranging from social to technological innovations. The contexts of innovations are crucial because innovations seldom occur in isolation or as the result of work done by one person alone. In this book, the new and the old economy are analysed in relation to innovations. In the following sections we will also focus on examples which illustrate inventions and innovations by women and show some interesting examples affecting everyday life. Equally, it is also essential to realise, that there is no reason for discussion about women to be held distinct from discussion related to innovation. This is not only because many innovations occur because of female innovators, but also because innovations are often designed specifically for women, for men, for specific age groups or for other certain types of users. More generally, the incremental process of innovation has elements of gender involved in many ways, even if we do not notice it as consumers. Gender related elements are considered and attached to many products or services, even before they appear (Poutanen & Kovalainen, 2013 Poutanen & Kovalainen, 2016). This is in marked contrast to efforts to argue the contrary by attempting to separate gender from innovation (e.g. Social Network Games (SNGs) are played via social networking sites such as Facebook. #Medium paintboard dimentions on yoworld upgrade#.#Medium paintboard dimentions on yoworld 360p#.
