
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