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Paperback From Barbie(r) to Mortal Kombat: Gender and Computer Games Book

ISBN: 0262531682

ISBN13: 9780262531689

From Barbie(r) to Mortal Kombat: Gender and Computer Games

(Part of the Barbie to Mortal Combat Series)

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Recommended

Format: Paperback

Condition: Very Good

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Book Overview

Girls and computer games--and the movement to overcome the stereotyping that dominates the toy aisles.

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...

Customer Reviews

5 ratings

Thought provoking and important

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

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

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

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.

Inside view of computer games for girls.

If you have only boys in your family or have never put down money for a computer game, you probably haven't kept up with the brouhaha that has been developing over computer games for girls that has appeared in the last four years. The focus on computer games for girls became a issue when it was noticed that while boys liked playing computer games and were more comfortable with computers; girls stayed away from these games. The result - girls would be computer illiterate and be unable to compete in the technical job market.The book is openly feminist, dealing with how girls and women are represented in computer games; bringing in academic research into gender play, and interviewing the women in the game companies who are designing and producing the games. The interviews with the women in the game industry offers outsiders the rare opportunity to hear the opinions of the designers and developers. Some explain how market research determines what they produce, others provide a more personal view of what moves them to design. The word "empowerment" appears repeatedly.The editors conclude with ideas for game play that gives voice and play space to both girls and boys. The book's inclusive points of view ends with a talk back piece by Game Grrls - women who enjoy playing action games to compete and win - often over men. The book provides a scholarly treatise on girls, computers, and society. Each of the academic chapters are followed by extensive bibliographies. For whose who are interested in the subject it is extremely valuable to have everything in one place.Genevieve Katz © 1999, Games4Girls
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