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  <id>2031484</id>
  <name><![CDATA[Justine Cassell]]></name>
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  <id type="integer">219851</id>
  <isbn>0262531682</isbn>
  <isbn13>9780262531689</isbn13>
  <text_reviews_count type="integer">2</text_reviews_count>
  <title>
    <![CDATA[From Barbie® to Mortal Kombat: Gender and Computer Games]]>
  </title>
  <image_url>http://photo.goodreads.com/books/1172805821m/219851.jpg</image_url>
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  <link>http://www.goodreads.com/book/show/219851.From_Barbie_to_Mortal_Kombat_Gender_and_Computer_Games</link>
  <average_rating>3.64</average_rating>
  <ratings_count>14</ratings_count>
  <description>
    <![CDATA[This book explores the complicated issue of gender in computer games­-particularly the development of video games for girls. One side is the concern that the average computer game, being attractive primarily to boys, furthers the technology access gap between the genders. Yet attempts to create computer games that girls want to play brings about another set of concerns: should games be gendered at all? And does having boys' games and girls' games merely reinforce the way gender differences are socialized in play?<br/><br/>Cassell and Jenkins have gathered the thoughts of several feminist and media scholars to explore the issues from multiple perspectives, but this is not a work confined to ivory-tower theorizing. Alongside the philosophical explorations are pragmatic investigations of the hard-nosed, real world of computer-game manufacture and sales. Particularly enlightening is a section featuring interviews with several leading creators of games for girls. And while all agree that it's good to be past the days when women in computer games were limited to scantily clad background figures or damsels in distress, the visions of an appropriate future are both diverse and well defended. There is no pretense here of easy answers, but there are many excellent questions. <em>--Elizabeth Lewis</em>]]>
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    <author>
    <id>21885</id>
        <name><![CDATA[Henry Jenkins]]></name>
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    <link><![CDATA[http://www.goodreads.com/author/show/21885.Henry_Jenkins]]></link>
    <average_rating>3.81</average_rating>
    <ratings_count>347</ratings_count>
    <text_reviews_count>66</text_reviews_count>
  </author>
    <author>
    <id>2031484</id>
        <name><![CDATA[Justine Cassell]]></name>
    <image_url><![CDATA[http://www.goodreads.com/images/nophoto/nophoto-U-200x266.jpg]]></image_url>
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    <link><![CDATA[http://www.goodreads.com/author/show/2031484.Justine_Cassell]]></link>
    <average_rating>3.64</average_rating>
    <ratings_count>14</ratings_count>
    <text_reviews_count>2</text_reviews_count>
  </author>
  </authors>  <published>1998</published>
</book>

        <book>
  <id type="integer">1467174</id>
  <isbn>0262032783</isbn>
  <isbn13>9780262032780</isbn13>
  <text_reviews_count type="integer">0</text_reviews_count>
  <title>
    <![CDATA[Embodied Conversational Agents]]>
  </title>
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  <link>http://www.goodreads.com/book/show/1467174.Embodied_Conversational_Agents</link>
  <average_rating>0.0</average_rating>
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  <description>
    <![CDATA[Embodied conversational agents are computer-generated cartoon-like characters that demonstrate many of the same properties as humans in face-to-face conversation, including the ability to produce and respond to verbal and nonverbal communication. They constitute a type of (a) multimodal interface where the modalities are those natural to human conversation: speech, facial displays, hand gestures, and body stance; (b) software agent, insofar as they represent the computer in an interaction with a human or represent their human users in a computational environment (as avatars, for example); and (c) dialogue system where both verbal and nonverbal devices advance and regulate the dialogue between the user and the computer. With an embodied conversational agent, the visual dimension of interacting with an animated character on a screen plays an intrinsic role. Not just pretty pictures, the graphics display visual features of conversation in the same way that the face and hands do in face-to-face conversation among humans.<br/><br/>This book describes research in all aspects of the design, implementation, and evaluation of embodied conversational agents as well as details of specific working systems. Many of the chapters are written by multidisciplinary teams of psychologists, linguists, computer scientists, artists, and researchers in interface design. The authors include Elisabeth Andre, Norm Badler, Gene Ball, Justine Cassell, Elizabeth Churchill, James Lester, Dominic Massaro, Cliff Nass, Sharon Oviatt, Isabella Poggi, Jeff Rickel, and Greg Sanders.]]>
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    <author>
    <id>687809</id>
        <name><![CDATA[Elizabeth Churchill]]></name>
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    <link><![CDATA[http://www.goodreads.com/author/show/687809.Elizabeth_Churchill]]></link>
    <average_rating>0.0</average_rating>
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    <author>
    <id>2031484</id>
        <name><![CDATA[Justine Cassell]]></name>
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    <link><![CDATA[http://www.goodreads.com/author/show/2031484.Justine_Cassell]]></link>
    <average_rating>3.64</average_rating>
    <ratings_count>14</ratings_count>
    <text_reviews_count>2</text_reviews_count>
  </author>
    <author>
    <id>2981841</id>
        <name><![CDATA[Joseph  Sullivan]]></name>
    <image_url><![CDATA[http://www.goodreads.com/images/nophoto/nophoto-U-200x266.jpg]]></image_url>
    <small_image_url><![CDATA[http://www.goodreads.com/images/nophoto/nophoto-U-50x66.jpg]]></small_image_url>
    <link><![CDATA[http://www.goodreads.com/author/show/2981841.Joseph_Sullivan]]></link>
    <average_rating>0.0</average_rating>
    <ratings_count>0</ratings_count>
    <text_reviews_count>0</text_reviews_count>
  </author>
  </authors>  <published>2000</published>
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