investiGaming - Research Findings on Gender and Games

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investiGaming is a publication of the Serious Game Design group in the Department of Telecommunication, Information Studies, and Media at Michigan State University, 2007-2009

This gateway is partially supported by grant 0631771 from the National Science Foundation.

The opinions expressed are those of the authors and do not represent Michigan State University or the National Science Foundation.

Investigaming tag: Pink Games

investiGaming ›  Tags ›  Pink Games


Bennett, D., & Brunner, C. (2000)


Tech Learning’s Well-connected Educator Journal, 21

Synopsis:

A discussion of the potential for designing electronic learning and gaming environments for children, especially appealing to girls.

Keywords:

journal, educational games, pink games, gender equity, gender inclusive

Full Text: Yes | Abstract: Yes | Highlights: Yes


Cassell, Justine and Jenkins, Henry (1998)


In From Barbie to Mortal Kombat: Gender and Computer Games, Justine Cassell and Henry Jenkins, Eds., MIT Press, pp 2-45 http://www.media.mit.edu/gnl/publications/gg_introduction.pdf

Synopsis:

A discussion of girls and gaming, and how to encourage more girl players.

Keywords:

pink games, book, chapter, feminism, what women want,

Full Text: Yes | Abstract: Yes | Highlights: Yes


Falstein, N. (1997)


The Inspiracy (http://www.theinspiracy.com/)

Synopsis:

A speculation on why there aren’t more games available for girls and women.

Keywords:

blog, editorial, pink games, gender inclusive, player types

Full Text: Yes | Abstract: Yes | Highlights: Yes


Fullerton, Tracy, Fron, Janine and Pearce, Celia (2008)


The Fibreculture Journal, issue 11

Synopsis:

Proposes a “new poetics” of game space in which game design is more egalitarian and games themselves draw on a wider range of spatial and cognitive models. 

Keywords:

academia, journal article, MMO, player types, motivations, pink games, what women want, game design, competition, storytelling, empowerment, femininity, the Sims

Full Text: Yes | Abstract: Yes | Highlights: Yes


Kafai, Yasmin, Heeter, Carrie, Denner, Jill and Sun, Jennifer (2008)


in Beyond Barbie and Mortal Kombat: New Perspectives on Gender, Gaming, and Computing, edited by Yasmin Kafai, Carrie Heeter, Jill Denner, Jen Sun, MIT Press

Keywords:

book, chapter, pink games, workforce

Full Text: Yes | Abstract: No


Laurel, Brenda (2008)


in Beyond Barbie and Mortal Kombat: New Perspectives on Gender, Gaming, and Computing, edited by Yasmin Kafai, Carrie Heeter, Jill Denner, Jen Sun, MIT Press

Synopsis:

Discusses the problem of men and women in the game industry base decisions about what boys and girls want on their own childhood experiences.

Keywords:

book, chapter, what men want, what women want, gender stereotypes, game design, Purple Moon, game industry

Full Text: Yes | Abstract: Yes | Highlights: Yes


Laurel, Brenda (2001)


Cambridge: MIT Press

Synopsis:

A book about entrepreneur Brenda Laurel’s game industry experiences with her company, Purple Moon, a series of computer games for girls.

Keywords:

book, game industry, what women want, game design, pink games, gender stereotypes

Full Text: Yes | Abstract: Yes | Highlights: Yes