ISBN13:978-0262531689 ISBN10: 0262531682 This edition has also been released as: ISBN13: 978-0262032582 ISBN10: 0262032589
Summary: The game console may help to prepare children for participation in the digital world, but at the same time it socializes boys into misogyny and excludes girls from all but the most objectified positions. The contributors to From Barbie® to Mortal Kombat explore how assumptions about gender, games, and technology shape the design, development, and marketing of games as industry seeks to build the girl market. They describe and analyze the games currently on the ma
rket and propose tactical approaches for avoiding the stereotypes that dominate most toy store aisles. The lively mix of perspectives and voices includes those of media and technology scholars, educators, psychologists, developers of today's leading games, industry insiders, and girl gamers.
Summary: The game console may help to prepare children for participation in the digital world, but at the same time it socializes boys into misogyny and excludes girls from all but the most objectified positions. The contributors to From Barbie® to Mortal Kombat explore how assumptions about gender, games, and technology shape the design, development, and marketing of games as industry seeks to build the girl market. They describe and analyze the games currently on the market and propose tactical approaches for avoiding the stereotypes that dominate most toy store aisles. The lively mix of perspectives and voices includes those of media and technology scholars, educators, psychologists, developers of today's leading games, industry insiders, and girl gamers. ...show less
Edition/Copyright:98 Cover: Paperback Publisher:MIT Press Year Published: 1998 International: No
View Author Bio
Cassell, Justine : Massachusetts Institute of Technology
Justine Cassell is Assistant Professor in the Media Lab at the Massachusetts Institute of Technology.
Jenkins, Henry : Massachusetts Institute of Technology
Henry Jenkins is Associate Professor of Literature and Director of the Comparative Media Studies Program at the Massachusetts Institute of Technology.
''[A]n imaginative, original, and complex volume that crystallizes feminist dilemmas regarding the origin and persistence of gender roles. . . . Ultimately this book--pluralistic, experiential, and collaborative--inspires us to search for games that give voice to participants' exploratory and even competitive desires while enabling them to build identities based on the emotional nuances of real life.''
--Sandra Hackman, Women's Review of Books
MIT Press Web Site, December, 2000
View Table of Contents
Acknowledgments About the Authors
Part One: The Girls' Games Movement
1 Chess for Girls? Feminism and Computer Games Justine Cassell and Henry Jenkins 2 Computer Games for Girls: What Makes Them Play? Kaveri Subrahmanyam and Patricia M. Greenfield 3 Girl Games and Technological Desire Cornelia Brunner, Dorothy Bennett, and Margaret Honey 4 Video Game Designs by Girls and Boys: Variability and Consistency of Gender Differences Yasmin B. Kafai
Part Two: Interviews
Interviews conducted by Jennifer Glos and Shari Goldin 5 An Interview with Brenda Laurel (Purple Moon) 6 An Interview with Nancie S. Martin (Mattel) 7 An Interview with Heather Kelley (Girl Games) 8 Interviews with Theresa Duncan and Monica Gesue (Chop Suey) 9 An Interview with Lee McEnany Caraher (Sega) 10 An Interview with Marsha Kinder (Intertexts Multimedia)
Part Three: Rethinking the Girls' Games Movement
11 Retooling Play: Dystopia, Dysphoria, and Difference Suzanne de Castell and Mary Bryson 12 ''Complete Freedom of Movement'': Video Games as Gendered Play Spaces Henry Jenkins 13 Storytelling as a Nexus of Change in the Relationship between Gender and Technology: A Feminist Approach to Software Design Justine Cassell 14 Voices from the Combat Zone: Game Grrlz Talk Back
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