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 | | | |  | | | Product Details
Format: Hardcover, 380 pages
Publisher: MIT Press
ISBN: 0262032589
Release Date: Jan 11, 1998
Average Reader Review:     (Based on 1 review.)
| |  | | | In Brief Though computer users are split 50-50 along gender lines and the online population is pretty much the same, there is still a huge gender gap in the world of computer games. From Barbie to Mortal Kombat explores and explains what makes boys want to play computer games, what turns girls off, and how girls can be engaged by the medium. It's a mix of essays, interviews, and academic papers aimed at rethinking the good and bad aspects of how guys and guns and games and girls all mix together.
| | | | From The Publisher Many parents worry about the influence of video games on their children's lives. 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 new "girls' games" movement has addressed these concerns. 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.
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 | | | | | Number of Reviews: 1 Average Rating:     
I already wrote a review, but they took it down...     
-- A reviewer, a game industry professional, October 10, 2001
Also Recommended: Game Over, Game Design: Secrets of the Sages, Game Design... by Bob Bates
| |  | | | The Word On The Street A tour of this valuable collection of articles illuminates the complexity of the relationship between girls and computer games from a variety of personal, social, political and economic perspectives. Anita Borg
| |  | | | | Acknowledgments | | | About the Authors | | | Pt. 1 | The Girls' Games Movement | | | Ch. 1 | Chess for Girls? Feminism and Computer Games | 2 | | Ch. 2 | Computer Games for Girls: What Makes Them Play? | 46 | | Ch. 3 | Girl Games and Technological Desire | 72 | | Ch. 4 | Video Game Designs by Girls and Boys: Variability and Consistency of Gender Differences | 90 | | Pt. 2 | Interviews | | | Ch. 5 | An Interview with Brenda Laurel (Purple Moon) | 118 | | Ch. 6 | An Interview with Nancie S. Martin (Mattel) | 136 | | Ch. 7 | An Interview with Heather Kelley (Girl Games) | 152 | | Ch. 8 | Interviews with Theresa Duncan and Monica Gesue (Chop Suey) | 172 | | Ch. 9 | An Interview with Lee McEnany Caraher (Sega) | 192 | | Ch. 10 | An Interview with Marsha Kinder (Intertexts Multimedia) | 214 | | Pt. 3 | Rethinking the Girls' Games Movement | | | Ch. 11 | Retooling Play: Dystopia, Dysphoria, and Difference | 232 | | Ch. 12 | "Complete Freedom of Movement": Video Games as Gendered Play Spaces | 262 | | Ch. 13 | Storytelling as a Nexus of Change in the Relationship between Gender and Technology: A Feminist Approach to Software Design | 298 | | Ch. 14 | Voices from the Combat Zone: Game Grrlz Talk Back | 328 | | Index | 342 |
| |  | | | Find similiar books in these subject areas:
All Topics > Video Games All Topics > Nonfiction > Social Sciences > Gender Studies > General All Topics > Computers & Internet > Computer & Video Games > Video Games All Topics > Entertainment > Games > General All Topics > Entertainment > Games > Video & Electronic Games
| | | | These specific items are very similiar:
From Barbie to Mortal Kombat: Gender and Computer Games
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| | | | | | Keywords Computer games, Social aspects, Congresses, Games for girls, Women And Sports, Sociology, Social Science, Gender Studies, Entertainment & Games - General, Video & Electronic - General, Games, Congresses, Computer games, Social aspects, Games for girls
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