New ArrivalsHalloweenChristmasGift IdeasClothing, Shoes & AccessoriesHomeFurnitureElectronicsToysVideo GamesGroceryHousehold EssentialsBeautyBabyKitchen & DiningSchool & Office SuppliesMovies, Music & BooksCharacter ShopSports & OutdoorsBackpacks & LuggagePersonal CareHealthPetsUlta Beauty at TargetTarget OpticalParty SuppliesGift CardsBullseye’s PlaygroundDealsClearanceTarget New Arrivals Target Finds #TargetStyleLatino Heritage MonthCelebrate DiwaliDía de MuertosStore EventsAsian-Owned Brands at TargetBlack Beyond MeasureWomen-Owned Brands at TargetLGBTQIA+ ShopTop DealsTarget Circle DealsWeekly AdShop Order PickupShop Same Day DeliveryRegistryRedCardTarget CircleFind Stores
Hot Tubs and Pac-Man - (Video Games and the Humanities) by  Anne Ladyem McDivitt (Paperback) - 1 of 1

Hot Tubs and Pac-Man - (Video Games and the Humanities) by Anne Ladyem McDivitt (Paperback)

$16.99

In Stock

Eligible for registries and wish lists

Sponsored

About this item

Highlights

  • This work looks at the gendered nature of the US video gaming industry.
  • About the Author: Anne Ladyem McDivitt, University of Alabama, USA.
  • 148 Pages
  • History, Study & Teaching
  • Series Name: Video Games and the Humanities

Description



About the Book



The topic of this work is the early video game industry in the United States-covering from the 1950s into the 1980s. The examination looks at the gender tensions in the industry, as well as how a focus on fun defined the industry in both negative



Book Synopsis



This work looks at the gendered nature of the US video gaming industry. Although there were attempts to incorporate women into development roles and market towards them as players, the creation of video games and the industry began in a world strongly gendered male. The early 1980s saw a blip of hope that the counter-cultural industry focused on fun would begin to include women, but after the video game industry crash, this free-wheeling freedom of the industry ended along with the beginnings of the inclusion of women. Many of the threads that began in the early years continued or have parallels with the modern video game industry. The industry continues to struggle with gender relations in the workplace and with the strongly gendered male demographic that the industry perceives as its main market.



From the Back Cover



This work looks at the gendered nature of the US video gaming industry. Although there were attempts to incorporate women into development roles and market towards them as players, the creation of video games and the industry began in a world strongly gendered male. The early 1980s saw a blip of hope that the counter-cultural industry focused on fun would begin to include women, but after the video game industry crash, this free-wheeling freedom of the industry ended along with the beginnings of the inclusion of women. Many of the threads that began in the early years continued or have parallels with the modern video game industry. The industry continues to struggle with gender relations in the workplace and with the strongly gendered male demographic that the industry perceives as its main market.



Review Quotes




Anne Ladyem McDivitt has succeeded in writing an exceptionally thoroughly researched and extremely readable book that will be an important foundation for the field of the history of digital games, for it deconstructs the founding myths of the US games industry around Nolan Bushnell and Atari. McDivitt has found and thoroughly prepared exciting new sources for her readers. It can be assumed that many subsequent researchers will gratefully draw on these research results. (translated from German)

Eugen Pfister: Rezension zu: McDivitt, Anne Ladyem: Hot Tubs and Pac-Man. Gender and the Early Video Game Industry in the United States (1950s-1980s). Berlin 2021. ISBN 978-3-11-066446-1, In: H-Soz-Kult, 26.04.2021, www.hsozkult.de/publicationreview/id/reb-95835>.




About the Author



Anne Ladyem McDivitt, University of Alabama, USA.

Dimensions (Overall): 9.21 Inches (H) x 6.14 Inches (W) x .32 Inches (D)
Weight: .48 Pounds
Suggested Age: 22 Years and Up
Number of Pages: 148
Genre: History
Sub-Genre: Study & Teaching
Series Title: Video Games and the Humanities
Publisher: De Gruyter Oldenbourg
Format: Paperback
Author: Anne Ladyem McDivitt
Language: English
Street Date: June 30, 2025
TCIN: 1006610487
UPC: 9783112216125
Item Number (DPCI): 247-51-7081
Origin: Made in the USA or Imported
If the item details aren’t accurate or complete, we want to know about it.

Shipping details

Estimated ship dimensions: 0.32 inches length x 6.14 inches width x 9.21 inches height
Estimated ship weight: 0.48 pounds
We regret that this item cannot be shipped to PO Boxes.
This item cannot be shipped to the following locations: American Samoa (see also separate entry under AS), Guam (see also separate entry under GU), Northern Mariana Islands, Puerto Rico (see also separate entry under PR), United States Minor Outlying Islands, Virgin Islands, U.S., APO/FPO

Return details

This item can be returned to any Target store or Target.com.
This item must be returned within 90 days of the date it was purchased in store, shipped, delivered by a Shipt shopper, or made ready for pickup.
See the return policy for complete information.

Related Categories

Get top deals, latest trends, and more.

Privacy policy

Footer

About Us

About TargetCareersNews & BlogTarget BrandsBullseye ShopSustainability & GovernancePress CenterAdvertise with UsInvestorsAffiliates & PartnersSuppliersTargetPlus

Help

Target HelpReturnsTrack OrdersRecallsContact UsFeedbackAccessibilitySecurity & FraudTeam Member ServicesLegal & Privacy

Stores

Find a StoreClinicPharmacyTarget OpticalMore In-Store Services

Services

Target Circle™Target Circle™ CardTarget Circle 360™Target AppRegistrySame Day DeliveryOrder PickupDrive UpFree 2-Day ShippingShipping & DeliveryMore Services
PinterestFacebookInstagramXYoutubeTiktokTermsCA Supply ChainPrivacy PolicyCA Privacy RightsYour Privacy ChoicesInterest Based AdsHealth Privacy Policy