Research conducted during the 1990s revealed that video games increasingly represent the medium through which children are first exposed to technology, that early gaming can enhance future technological literacy, and that girls tend to play video games less frequently than boys. These findings preceded efforts by feminist entrepreneurs, followed by established video game producers, to develop ‘girl games.’ Such ‘girl-centred,’ ‘girl-friendly,’ and girl-targeted video games now represent a lucrative branch of the contemporary video game industry. In this project, I utilized a multi-method approach to explore how ‘the ideal teen girl’ is re/constructed in three tween-airned ‘girl games.’ My discourse analysis of the ‘dominant’ messages in the...
In this chapter we study how one girl learned to participate in what was for her a new setting of pl...
In order to investigate how online activities and digital cultures mediate children’s socialisation...
The motivation for this study is the under-representation of females in computer science education a...
Much of current research on adult gaming has focused on why and how women join online role-playing g...
Review of: Cunningham, Carolyn M. Games Girls Play: Contexts of Girls and Video Games. Lexington Boo...
In the past twenty-five years, the production of digital games has become a global media industry st...
Video Games are rich social and cultural texts, often dismissed by academics as children's toys not ...
Little is known about how girl players navigate through virtual worlds, negotiate their identity, an...
This paper challenges notions of gendered game playing practice implicit in much research into young...
Young people’s participation in online digital culture is one of the most efficient means by w...
Children’s hedonic use of computers positively influences their computer self-efficacy. According to...
The aim of this Masters thesis is to examine what part and importance electronic games play in the ...
At TED in 1998, Brenda Laurel asks: Why are all the top-selling videogames aimed at little boys? She...
Gender stereotypes are a known issue in video games, where female characters are often hyper-sexuali...
In a reinforcing cycle, few females create games, and fewer girls than boys play games. According to...
In this chapter we study how one girl learned to participate in what was for her a new setting of pl...
In order to investigate how online activities and digital cultures mediate children’s socialisation...
The motivation for this study is the under-representation of females in computer science education a...
Much of current research on adult gaming has focused on why and how women join online role-playing g...
Review of: Cunningham, Carolyn M. Games Girls Play: Contexts of Girls and Video Games. Lexington Boo...
In the past twenty-five years, the production of digital games has become a global media industry st...
Video Games are rich social and cultural texts, often dismissed by academics as children's toys not ...
Little is known about how girl players navigate through virtual worlds, negotiate their identity, an...
This paper challenges notions of gendered game playing practice implicit in much research into young...
Young people’s participation in online digital culture is one of the most efficient means by w...
Children’s hedonic use of computers positively influences their computer self-efficacy. According to...
The aim of this Masters thesis is to examine what part and importance electronic games play in the ...
At TED in 1998, Brenda Laurel asks: Why are all the top-selling videogames aimed at little boys? She...
Gender stereotypes are a known issue in video games, where female characters are often hyper-sexuali...
In a reinforcing cycle, few females create games, and fewer girls than boys play games. According to...
In this chapter we study how one girl learned to participate in what was for her a new setting of pl...
In order to investigate how online activities and digital cultures mediate children’s socialisation...
The motivation for this study is the under-representation of females in computer science education a...