Gaming Sexism, Gender and Identity in the Era of Casual Video Games, NYU Press, Amanda C. Cote,Media Studies,SOCIAL SCIENCE, Active audience theory; Agency; Analog games; Casual games; Casual gaming; Casualized era; Community management; Coping mechanisms; Core games; Core gaming; Counter-hegemony; Crisis of authority; Critical discourse analysis; Female gamers; Feminism; Feminist Media Studies; Game development; Game studies; Gamer stereotypes; Games studies; Gender; Hegemony; Identity; Ideology; Imagined communities; In-depth interviews; Industry; Inferential sexism; Interpretive communities; Longitudinal interviews; Online harassment; Overt sexism; Player lifecycle; Popular culture; Press analysis; Video games,, , United States, en-USActive audience theory; Agency; Analog games; Casual games; Casual gaming; Casualized era; Community management; Coping mechanisms; Core games; Core gaming; Counter-hegemony; Crisis of authority; Critical discourse analysis; Female gamers; Feminism; Feminist Media Studies; Game development; Game studies; Gamer stereotypes; Games studies; Gender; Hegemony; Identity; Ideology; Imagined communities; In-depth interviews; Industry; Inferential sexism; Interpretive communities; Longitudinal interviews; Online harassment; Overt sexism; Player lifecycle; Popular culture; Press analysis; Video games, [BLURB],[CITY],,books, ebooks, biblet, Book2look