Description |
xxv, 371 pages, 16 unnumbered pages of plates : illustrations (some colour) ; 24 cm |
ISBN |
9780262113199 hardcover |
|
0262113198 hardcover |
|
9780262516068 paperback |
|
0262516063 paperback |
Note |
Originally published: Cambridge, Massachusetts : Massachusetts Institute of Technology, 2008. |
Bibliography |
Includes bibliographical references and index. |
Contents |
Preface : Pink, purple, casual, or mainstream games : moving beyond the gender divide / Yasmin B. Kafai [and others] -- 1. From Quake Grrls to Desperate housewives : a decade of gender and computer games / Henry Jenkins and Justine Cassell -- 2. Notes from the utopian entrepreneur / Brenda Laurel -- 3. Games and technological desire : another decade / Cornelia Brunner -- 4. Becoming a player : networks, structure, and imagined futures / T.L. Taylor -- 5. Body, space, and gendered gaming experiences : a cultural geography of homes, cybercafés, and dormitories / Holin Lin -- 6. Maps of digital desires : exploring the topography of gender and play in online games / Nick Yee -- 7. Gender dynamics of the Japanese media mix / Mizuko Ito -- 8. Genderplay in a tween gaming club / Yasmin B. Kafai -- 9. What games made by girls can tell us / Jill Denner and Shannon Campe -- 10. Gaming in context : how young people construct their gendered identities in playing and making games / Caroline Pelletier -- 11. Getting girls into the game : toward a "virtuous cycle" / Tracy Fullerton [and others] -- 12. Crunched by passion : women game developers and workplace challenges / Mia Consalvo -- 13. Are boy games even necessary? / Nicole Lazzaro -- 14. Girls, gaming, and trajectories of IT expertise / Elisabeth Hayes -- 15. Design to promote girls' agency through educational games : the Click! urban adventure / Kristin Hughes -- 16. Using storytelling to introduce girls to computer programming / Caitlin Kelleher -- 17. Design heuristics for activist games / Mary Flanagan and Helen Nissenbaum -- 18. Gender identity, play style, and the design of games for classroom learning / Carrie Heeter and Brian Winn -- 19. Interview with Megan Gaiser, her interactive -- 20. Interview with Morgan Romine, Ubisoft's Frag dolls -- 21. Interview with Sheri Graner Ray, longtime game designer -- 22. Interview with Nichol Bradford, Vivendi Games -- 23. Interview with Brenda Brathwaite, Savannah College of Art and Design. |
Summary |
Beyond Barbie and Mortal Kombat brings together new media theorists, game designers, educators, psychologists, and industry professionals ... to look at how gender intersects with the broader contexts of digital games today: gaming, game industry and design, and serious games. The contributors discuss the rise of massively multiplayer online games (MMOs) and the experience of girl and women players in gaming communities; the still male-dominated gaming industry and the need for different perspectives in game design; and gender concerns related to emerging serious games (games meant not only to entertain but also to educate, persuade, or change behavior). |
Library Class |
Sociology Z400.C62
|
Subject |
Video games for women.
|
|
Video games -- Social aspects.
|
|
Video games industry -- Social aspects.
|
Other Author |
Kafai, Yasmin B., editor.
|
|
Heeter, Carrie, editor.
|
|
Denner, Jill, editor.
|
|
Sun, Jennifer Y., editor.
|
Spine Title |
Beyond Barbie & Mortal Kombat
|
|