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Nov 1998
ISBN 0262032589
360 pp.
57 illus.
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From Barbie to Mortal Kombat
Justine Cassell and Henry Jenkins

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 feminist activists (who want to change the "gendering" of digital technology) and industry leaders (who want to create a girls' market for their games).

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.

Table of Contents
 Acknowledgments
 About the Authors
 Part One: The Girls' Games Movement
1 Chess for Girls? Feminism and Computer Games
by Justine Cassell and Henry Jenkins
2 Computer Games for Girls: What Makes Them Play?
by Kaveri Subrahmanyam and Patricia M. Greenfield
3 Girl Games and Technological Desire
by Cornelia Brunner, Dorothy Bennett, and Margaret Honey
4 Video Game Designs by Girls and Boys: Variability and Consistency of Gender Differences
by Yasmin B. Kafai
 Part Two: 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
by Suzanne de Castell and Mary Bryson
12 Complete Freedom of Movement: Video Games as Gendered Play Spaces
by Henry Jenkins
13 Storytelling as a Nexus of Change in the Relationship between Gender and Technology: A Feminist Approach to Software Design
by Justine Cassell
14 Voices from the Combat Zone: Game Grrlz Talk Back
 Index
 
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