Beyond Barbie and Mortal Kombat
New Perspectives on Gender and Gaming
Bibliographic Data
| ID | 19981033 |
|---|---|
| Authors | MyLinh Nyugen, Mana Pirno, Megan Gaiser, Sheri Graner Ray, Morgan Lynn Romine, Morgan Romine, Nichol Bradford, Brenda Romero |
| Editors | Yasmin B Kafai (0000-0003-4018-0491), Carrie Heeter (0000-0003-0382-0752), Jill Denner (0000-0003-3293-4767), Jennifer Y Sun |
| Year | 2008 |
| Publication date | 2008-09-19 |
| Open Access | No |
| Type | BOOK |
| Venue | Beyond Barbie and Mortal Kombat (SOURCE_BOOK) |
| Publisher | The MIT Press (PUBLISHER • US) |
| DOI | 10.7551/mitpress/7477.001.0001 |
| OpenAlex | W4247091325 |
| ISBN | 9780262322553 |
| Language | EN |
| Citations received | 39 |
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. 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. Contributors Cornelia 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
Advertising · Business · Casual · Game design · Game mechanics · Game play · Gender equity · Girl · Multimedia · Political science · Sociology · Computer Science · Digital Games and Media · Gender Studies · Impact of Technology on Adolescents · Law · Psychology
Toward Greater Production Diversity
New Technology and Digital Worlds
Are We What We Play? Global Politics in Historical Strategy Computer Games
Genre et pratiques numériques selon l’origine sociale et le territoire, à l’entrée dans l’adolescence
Beyond Freedom of Movement
Sentimental Avatars
Times They Are A-Changin’? Evolving Representations of Women in the Assassin's Creed Franchise
Masculine domination and gender subtexts
Girls@Play
Barriers to play
Going with the Flo
Playing The Sims2
Children and Minecraft
Seriously, get out’
Making the grade
Gaming the system
What’s the cultural difference between the West and the East? The consumption of popular “cute” games in the Taiwanese market
Do Men Advance Faster Than Women? Debunking the Gender Performance Gap in Two Massively Multiplayer Online Games
(En)gendering videogame development
Women's inclusion and neoliberal governmentality in the Swedish digital game industry
Percenting It
Does Media Type Matter? The Role of Identification in Adolescent Girls’ Media Consumption and the Impact of Different Thin-Ideal Media on Body Image
How diversity gets lost
Do you identify as a gamer? Gender, race, sexuality, and gamer identity
Les jeux, les enfants et les nouvelles technologies
Avatars under Attack
Learning, Teaching, and Scholarship in a Digital Age
Discourse, Gender, and the Meaning of Work Rearticulating Science, Technology, and Engineering Careers Through Communicative Lenses
Balancing Gender Identity and Gamer Identity
Dramaturgical performances and work-leisure dynamics in rural-to-urban domestic migrations
Game localisation as software-mediated cultural experience
Blacks Deserve Bodies Too
Act Like a Woman, Play Like a Man
The Here and There of a Femme Cave
Stereotype Threat in a Video Game Context and Its Influence on Perceptions of Science, Technology, Engineering, and Mathematics (STEM)
Men Do Not Rule the World of Tanks
An ecological perspective on children's play with digital technologies in South Africa and the United Kingdom
Could this really be a place for me?' Women's experiences in game jams and video game communities
I Can Defend Myself
| Unique citing works | 39 |
|---|---|
| Citations per year | 2,29 |
| Citation span | 2009 - 2025 (17) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 38 |