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Beyond Barbie(r) and Mortal Kombat: New Perspectives on Gender and Gaming

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Beyond Barbie(r) and Mortal Kombat: New Perspectives on Gender and Gaming Cover

 

Synopses & Reviews

Publisher Comments:

andlt;Pandgt;Ten years after the groundbreaking From Barbie to Mortal Kombat highlighted the ways gender stereotyping and related social and economic issues permeate digital game play, the number of women and girl gamers has risen considerably. Despite this, gender disparities remain in gaming. Women may be warriors in World of Warcraft, but they are also scantily clad andquot;booth babesandquot; whose sex appeal is used to promote games at trade shows. Player-generated content has revolutionized gaming, but few games marketed to girls allow andquot;moddingandquot; (game modifications made by players). Gender equity, the contributors to Beyond Barbie and Mortal Kombat argue, requires more than increasing the overall numbers of female players. Beyond Barbie and Mortal Kombat brings together new media theorists, game designers, educators, psychologists, and industry professionals, including some of the contributors to the earlier volume, 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). In today's game-packed digital landscape, there is an even greater need for games that offer motivating, challenging, and enriching contexts for play to a more diverse population of players. ContributorsCornelia Brunner, Shannon Campe, Justine Cassell, Mia Consalvo, Jill Denner, Mary Flanagan, Janine Fron, Tracy Fullerton, Elisabeth Hayes, Carrie Heeter, Kristin Hughes, Mimi Ito, Henry Jenkins III, Yasmin B. Kafai, Caitlin Kelleher, Brenda Laurel, Nicole Lazzaro, Holin Lin, Jacki Morie, Helen Nissenbaum, Celia Pearce, Caroline Pelletier, Jennifer Y. Sun, T. L. Taylor, Brian Winn, Nick YeeInterviews with Nichol Bradford, Brenda Braithwaite, Megan Gaiser, Sheri Graner Ray, Morgan Romineandlt;/Pandgt;

Synopsis:

Girls and women as game players and game designers in the new digital landscape of massively multiplayer online games, "second lives," "modding," serious games, and casual games.

Synopsis:

Ten years after the groundbreaking From Barbie to Mortal Kombat highlighted the ways gender stereotyping and related social and economic issues permeate digital game play, the number of women and girl gamers has risen considerably. 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" (game modifications made by players). Gender equity, the contributors to Beyond Barbie and Mortal Kombat argue, requires more than increasing the overall numbers of female players. Beyond Barbie and Mortal Kombat brings together new media theorists, game designers, educators, psychologists, and industry professionals, including some of the contributors to the earlier volume, 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). In today's game-packed digital landscape, there is an even greater need for games that offer motivating, challenging, and enriching contexts for play to a more diverse population of players. ContributorsCornelia Brunner, Shannon Campe, Justine Cassell, Mia Consalvo, Jill Denner, Mary Flanagan, Janine Fron, Tracy Fullerton, Elisabeth Hayes, Carrie Heeter, Kristin Hughes, Mimi Ito, Henry Jenkins III, Yasmin B. Kafai, Caitlin Kelleher, Brenda Laurel, Nicole Lazzaro, Holin Lin, Jacki Morie, Helen Nissenbaum, Celia Pearce, Caroline Pelletier, Jennifer Y. Sun, T. L. Taylor, Brian Winn, Nick YeeInterviews with Nichol Bradford, Brenda Braithwaite, Megan Gaiser, Sheri Graner Ray, Morgan Romine

About the Author

Yasmin Kafai is Professor of Learning Sciences at the University of Pennsylvania's Graduate School of Education. She is the coauthor of Connected Play: Tweens in a Virtual World and the lead editor of Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming, both published by the MIT Press, and The Computer Clubhouse: Constructionism and Creativity in Youth Communities. Carrie Heeter is Professor of Serious Game Design in the Department of Telecommunication, Information Studies, and Media, and Creative Director for Virtual University Design and Technology at Michigan State University.Jill Denner is Senior Research Associate at ETR Associates, a nonprofit agency in California.Jennifer Y. Sun is President and a founder of Numedeon, Inc., the company that launched Whyville.net, an educational virtual world targeted at children ages 8 to 14.

Product Details

ISBN:
9780262113199
Subtitle:
New Perspectives on Gender and Gaming
Author:
Kafai, Yasmin B. (edt)
Editor:
Kafai, Yasmin B.
Editor:
Heeter, Carrie
Editor:
Denner, Jill
Author:
Laurel, Brenda
Author:
Morie, Jacki
Author:
Hughes, Kristin
Author:
Fullerton, Tracy
Author:
Pelletier, Caroline
Author:
Winn, Brian
Author:
Lin, Holin
Author:
Taylor, T. L.
Author:
Kafai, Yasmin B.
Author:
Nissenbaum, Helen
Author:
Cassell, Justine
Author:
Yee, Nick
Author:
Massachusetts Institute of Technology
Author:
Pirno, Mana
Author:
Consalvo, MIA
Author:
Kelleher, Caitlin
Author:
Jenkins, Henry
Author:
Denner, Jill
Author:
Ito, Mizuko
Author:
Lazzaro, Nicole
Author:
Romine, Morgan
Author:
Campe, Shannon
Author:
Gaiser, Megan
Author:
Nyugen, MyLinh
Author:
Bradford, Nichol
Author:
Fron, Janine
Author:
Heeter, Carrie
Author:
Hayes, Elisabeth
Author:
Brunner, Cornelia
Author:
Flanagan, Mary
Author:
Pearce, Celia
Author:
Ray, Sheri Graner
Author:
Sun, Jennifer Y.
Author:
Brathwaite, Brenda
Publisher:
The MIT Press
Location:
Cambridge
Subject:
Virtual Reality
Subject:
Computer Graphics - Game Programming
Subject:
Gender Studies
Subject:
Video games
Subject:
Social aspects
Subject:
Video & Electronic - General
Subject:
Video games -- Social aspects.
Subject:
Video games for women
Subject:
Games-Video Games
Copyright:
Series:
Beyond Barbie and Mortal Kombat
Publication Date:
20080919
Binding:
Hardback
Grade Level:
from 17
Language:
English
Illustrations:
36 color illus., 42 b, &, w illus.
Pages:
400
Dimensions:
9 x 7 x 0.5625 in

Related Subjects

Computers and Internet » Multimedia » Virtual Reality
Computers and Internet » Software Engineering » Game Design
History and Social Science » Gender Studies » General
Hobbies, Crafts, and Leisure » Games » Video Games
Science and Mathematics » Popular Science » Computer Science

Beyond Barbie(r) and Mortal Kombat: New Perspectives on Gender and Gaming New Hardcover
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$29.95 In Stock
Product details 400 pages MIT Press (MA) - English 9780262113199 Reviews:
"Synopsis" by , Girls and women as game players and game designers in the new digital landscape of massively multiplayer online games, "second lives," "modding," serious games, and casual games.
"Synopsis" by , Ten years after the groundbreaking From Barbie to Mortal Kombat highlighted the ways gender stereotyping and related social and economic issues permeate digital game play, the number of women and girl gamers has risen considerably. 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" (game modifications made by players). Gender equity, the contributors to Beyond Barbie and Mortal Kombat argue, requires more than increasing the overall numbers of female players. Beyond Barbie and Mortal Kombat brings together new media theorists, game designers, educators, psychologists, and industry professionals, including some of the contributors to the earlier volume, 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). In today's game-packed digital landscape, there is an even greater need for games that offer motivating, challenging, and enriching contexts for play to a more diverse population of players. ContributorsCornelia Brunner, Shannon Campe, Justine Cassell, Mia Consalvo, Jill Denner, Mary Flanagan, Janine Fron, Tracy Fullerton, Elisabeth Hayes, Carrie Heeter, Kristin Hughes, Mimi Ito, Henry Jenkins III, Yasmin B. Kafai, Caitlin Kelleher, Brenda Laurel, Nicole Lazzaro, Holin Lin, Jacki Morie, Helen Nissenbaum, Celia Pearce, Caroline Pelletier, Jennifer Y. Sun, T. L. Taylor, Brian Winn, Nick YeeInterviews with Nichol Bradford, Brenda Braithwaite, Megan Gaiser, Sheri Graner Ray, Morgan Romine
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