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From Barbie to Mortal Kombat : Gender and Computer Games

From Barbie to Mortal Kombat : Gender and Computer Games - 98 edition

ISBN13: 978-0262531689

Cover of From Barbie to Mortal Kombat : Gender and Computer Games 98 (ISBN 978-0262531689)
ISBN13: 978-0262531689
ISBN10: 0262531682
Cover type: Paperback
Edition/Copyright: 98
Publisher: MIT Press
Published: 1998
International: No

List price: $32.95

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From Barbie to Mortal Kombat : Gender and Computer Games - 98 edition

ISBN13: 978-0262531689

Justine Cassell and Henry Eds. Jenkins

ISBN13: 978-0262531689
ISBN10: 0262531682
Cover type: Paperback
Edition/Copyright: 98
Publisher: MIT Press

Published: 1998
International: No
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.

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.

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

Index

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