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Beyond Barbie and Mortal Kombat: new perspectives on girls and games

Published: 26 April 2009 Publication History

Abstract

The number of women and girl gamers has risen considerably in the last ten years. Women are now the majority of casual gamers; girl players participate in large numbers in virtual worlds, and professional all female teams are successful in competitions. Despite this, gender disparities remain in gaming. Women may be warriors in World of Warcraft, but they are also scantily clad "booth babes" whose sex appeal is used to promote games at trade shows. Player-generated content has revolutionized gaming, but few games marketed to girls allow "modding". Women may be into gaming but few venture into industry. In this talk, I'll examine the experiences of girl and women players in gaming communities; the need for different perspectives in game design; and concerns related to emerging serious games - games meant not only to entertain but also to educate, persuade, or change behavior. My goal is to look beyond the differences and to learn how we can design games that offer motivating, challenging, and enriching contexts for play to a more diverse population of players.

Cited By

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  • (2012)Attention, Videogames and the Retentional Economies of Affective AmplificationTheory, Culture & Society10.1177/026327641243859529:6(3-26)Online publication date: 5-Nov-2012
  • (2011)Everyday NanowarsNano Meets Macro10.1201/b11126-14(161-195)Online publication date: 18-Oct-2011

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FDG '09: Proceedings of the 4th International Conference on Foundations of Digital Games
April 2009
386 pages
ISBN:9781605584379
DOI:10.1145/1536513
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • SASDG: The Society for the Advancement of the Science of Digital Games

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 26 April 2009

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FDG '09
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  • SASDG

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Overall Acceptance Rate 152 of 415 submissions, 37%

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Cited By

View all
  • (2012)Attention, Videogames and the Retentional Economies of Affective AmplificationTheory, Culture & Society10.1177/026327641243859529:6(3-26)Online publication date: 5-Nov-2012
  • (2011)Everyday NanowarsNano Meets Macro10.1201/b11126-14(161-195)Online publication date: 18-Oct-2011

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