Part 1 The girls' games movement: chess for girls? feminism and computer games, Justine Cassell and Henry Jenkins; computer games for girls - what makes them play?, Kaveri Subrahmanyam and Patricia M. Greenfield; girl games and technological desire, Cornelia Brunner et al; video games designs by girls and boys -variability and consitency of gender differences, Yasmin B. Kafai. Part 2 Interviews (conducted by Jennifer Glos and Shari Goldin): an interview with Brenda Laural (Purple Moon); an interview with Nancie S. Martin (Mattel); an interview with Heather Kelley (Girl Games); interviews with Theresa Duncan and Monica Gesue (Chop Suey); an interview with Lee McEnany (Sega); an interview with Marsha Kinder (Intertexts Multimedia). Part 3 Rethinking the girls' games movement: retooling play - dystopia, dysphoria and difference, Suzanne de Castell and Mary Bryson; "complete freedom of movement" - video games as gendered play spaces, Henry Jenkins; storytelling as a nexus of change in the relationship between gender and technology - a feminist approach to software design, Justine Cassell; voices from the combat zone - game grrlz talk back.
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