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. Although many people associate video games mainly with boys, the girls' games movement has emerged from an unusual alliance between feminists activists (who want to change the gendering of digital technology) and industry leader (who want to create a girls' market for their games).
Would that every game development professional would read this book! Well written, thought provoking and presented in a straightforward, non-confrontational manner. Thanks!
Provocative, Challenging and Insightful
Published by Thriftbooks.com User , 23 years ago
This collection is truly thought-provoking and insightful. It dares to tackle one of today's most challenging issues -- the relationship between gender and technology. The book is worth owning for the first chapter alone, Cassell and Jenkins' "Chess for Girls? Feminism and Computer Games."For video game programmers and toy designers, this book should be required reading, especially for those who wish to be conscious of their contribution to gender differences in society. And a must read for parents and video game enthusiasts alike.
Very helpful for graduate class in computer games
Published by Thriftbooks.com User , 24 years ago
I found the first few chapters very helpful when writing my final paper for a graduate class in computer games and simulations. I was surprised when I conducted a survey for my paper that very few of the mostly female respondents supported use of computer games designed for girls in the classroom. They thought software should be free of gender bias. Of course, they didn't realize that much of the software being used in the classroom now was designed for boys!Ann Williams
An important, excellent book
Published by Thriftbooks.com User , 25 years ago
I enjoyed this book very much, and am glad I own a copy. It addresses a fundamental problem in the computer industry: the fact that computer games are almost exclusively made by and geared towards men. The book addresses this question through a variety of articles and interviews. The best point of the book, I felt, was that it left you pondering a fundamental question: is the small gaming industry that caters to "Girl Games" a good one, even though it possibly reinforces gender stereotypes that can be detrimental? Or is it better for girls to play "male" games, and be forced to bear the homosexual tags that go along with it? The book strives to find a balance to this problem and makes the reader wonder what, indeed, that balance is. As an afterthought, the recent demise of Purple Moon, a company well documented in this book, question what the future for girls and computer games is. I would wholeheartedly recommend this book to anyone who has played a computer game -- it quite possible might make you see them in a different light.
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