Beyond Barbie and Mortal Kombat

Author: Yasmin B. Kafai
Publisher: MIT Press (MA)
ISBN: 0262516063
Release Date: 2011
Genre: Computers

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.

Beyond Barbie and Mortal Kombat

Author: Yasmin B. Kafai
Publisher: Mit Press
ISBN: UOM:39015084135691
Release Date: 2008
Genre: Computers

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.

From Barbie to Mortal Kombat

Author: Justine Cassell
Publisher: MIT Press
ISBN: 0262531682
Release Date: 2000
Genre: Business & Economics

The contributors to From Barbie(R) to Mortal Kombat explore how assumptions about gender, games, and technology shape the design, development, and marketing of games as industry seeks to build the girl market.

Diversifying Barbie and Mortal Kombat Intersectional Perspectives and Inclusive Designs In Gaming

Author: Yasmin B. Kafai
Publisher: Lulu Press, Inc
ISBN: 9781365839139
Release Date: 2017-03-21
Genre: Education

In Diversifying Barbie and Mortal Kombat, the third edited volume in the series that includes From Barbie to Mortal Kombat and Beyond Barbie and Mortal Kombat, we expand the discussions on gender, race, and sexuality in gaming. We include intersectional perspectives on the experiences of diverse players, non-players and designers and promote inclusive designs for broadening access and participation in gaming, design and development. Contributors from media studies, gender studies, game studies, educational design, learning sciences, computer science, and game development examine who plays, how they play, where and what they play, why they play (or choose not to play), and with whom they play. This volume further explores how we can diversify access, participation and design for more inclusive play and learning.

Connected Play

Author: Yasmin B. Kafai
Publisher: MIT Press
ISBN: 9780262317856
Release Date: 2013-10-11
Genre: Education

Millions of children visit virtual worlds every day. In such virtual play spaces as Habbo Hotel, Toontown, and Whyville, kids chat with friends from school, meet new people, construct avatars, and earn and spend virtual currency. In Connected Play, Yasmin Kafai and Deborah Fields investigate what happens when kids play in virtual worlds, how this matters for their offline lives, and what this means for the design of educational opportunities in digital worlds. Play is fundamentally important for kids' development, but, Kafai and Fields argue, to understand play in virtual worlds, we need to connect concerns of development and culture with those of digital media and learning. Kafai and Fields do this through a detailed study of kids' play in Whyville, a massive, informal virtual world with educational content for tween players. Combining ethnographic accounts with analysis of logfile data, they present rich portraits and overviews of how kids learn to play in a digital domain, developing certain technological competencies; how kids learn to play well -- responsibly, respectfully, and safely; and how kids learn to play creatively, creating content that becomes a part of the virtual world itself.

Connected Gaming

Author: Yasmin B. Kafai
Publisher: MIT Press
ISBN: 9780262035378
Release Date: 2016-12-23
Genre: Education

How making and sharing video games offer educational benefits for coding, collaboration, and creativity.

Connected Code

Author: Yasmin B. Kafai
Publisher: MIT Press
ISBN: 9780262027755
Release Date: 2014-07-18
Genre: Computers

Why every child needs to learn to code: the shift from "computational thinking" to computational participation.

Making Technology Masculine

Author: Ruth Oldenziel
Publisher: Amsterdam University Press
ISBN: 9053563814
Release Date: 1999
Genre: Technology & Engineering

A pioneering study of the relations between gender and technology.

Play Between Worlds

Author: T. L. Taylor
Publisher: MIT Press
ISBN: 9780262250542
Release Date: 2009-02-13
Genre: Computers

In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps -- as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces.Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer) -- including her attendance at an Everquest Fan Faire, with its blurring of online -- and offline life -- and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play -- and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space -- what happens when emergent player culture confronts the major corporation behind the game.

Women and Gaming

Author: James Paul Gee
Publisher: Palgrave Macmillan
ISBN: 0230623417
Release Date: 2010-04-15
Genre: Education

Today, virtual worlds abound, avatars are every day occurrences, and video games are yesterday’s news. But today’s games are not just a pastime for millions – they are also a technological focal point for new forms of learning. James Paul Gee and Elisabeth Hayes are leading researchers in the field of gaming, and here they argue that women gamers—a group too often marginalized—are at the forefront of today’s online learning world. By utilizing the tools of gaming in ways never before imagined - actively engaging in game design, writing fan fiction, and organizing themselves into collaborative learning communities - women of all ages acquire the tools to successfully navigate the complex social, cultural , and economic problems of the 21st century. Women are leading the way to a new understanding of online learning techniques, from cultural production to learning communities to technical proficiency in the latest software. This book draws on case studies about women who “play” the Sims, the best selling game in history, to argue for a new general theory of learning for the 21st Century.

Gender Inclusive Game Design

Author: Sheri Graner Ray
Publisher: Charles River Media
ISBN: 1584502398
Release Date: 2004
Genre: Computers

Examining the relationship between women and computer games, this intriguing study of the computer gaming industry explains why such games appeal to a predominantly male audience and discusses the differences between male and female entertainment criteria and how to develop better games to attract a broader audience. (Intermediate)

Textile Messages

Author: Leah Buechley
Publisher: Peter Lang Gmbh, Internationaler Verlag Der Wissenschaften
ISBN: 143311920X
Release Date: 2013
Genre: Art

<I>Textile Messages focuses on the emerging field of electronic textiles, or e-textiles - computers that can be soft, colorful, approachable, and beautiful. E-textiles are articles of clothing, home furnishings, or architectures that include embedded computational and electronic elements. This book introduces a collection of tools that enable novices - including educators, hobbyists, and youth designers - to create and learn with e-textiles. It then examines how these tools are reshaping technology education - and DIY practices - across the K-16 spectrum, presenting examples of the ways educators, researchers, designers, and young people are employing them to build new technology, new curricula, and new creative communities.

Democracy and New Media

Author: Henry Jenkins
Publisher: MIT Press
ISBN: 0262600633
Release Date: 2004
Genre: Political Science

Essays on the promise and dangers of the Internet for democracy.

Minds in Play

Author: Yasmin B. Kafai
Publisher: Routledge
ISBN: 9780805815122
Release Date: 1995
Genre: Education

Video games more than any other media have brought technology into children's homes and hearts. Educators, psychologists, and parents are struck by the quality of engagement that stands in stark contrast to children's usual interest in school homework and other activities. Whereas most research efforts have concentrated on discussing the effects of game playing, this book takes a different stance. It takes a close look at games as a context for learning by placing children in the roles of producers rather than consumers of games. Kafai presents a constructionist vision of computer-based learning activities in schools. She follows a class of sixteen fourth-grade students from an inner-city public elementary school as they were programming games in Logo to teach fractions to third graders. The children transformed their classroom into a game design studio for six months, learning programming, writing stories and dialogues, constructing representations of fractions, creating package designs and advertisements, considering interface design issues, and devising teaching strategies. In this context, programming became a medium for children's personal and creative expression; in the design of their games children engaged their fantasies and built relationships with other pockets of reality that went beyond traditional school approaches. The ideas and discussions presented in this book address educators, researchers, and software and curriculum designers interested in children's learning and thinking with educational technologies.


Author: Mia Consalvo
Publisher: MIT Press
ISBN: 9780262250115
Release Date: 2009-08-21
Genre: Games

The widely varying experiences of players of digital games challenge the notions that there is only one correct way to play a game. Some players routinely use cheat codes, consult strategy guides, or buy and sell in-game accounts, while others consider any or all of these practices off limits. Meanwhile, the game industry works to constrain certain readings or activities and promote certain ways of playing. In Cheating, Mia Consalvo investigates how players choose to play games, and what happens when they can't always play the way they'd like. She explores a broad range of player behavior, including cheating (alone and in groups), examines the varying ways that players and industry define cheating, describes how the game industry itself has helped systematize cheating, and studies online cheating in context in an online ethnography of Final Fantasy XI. She develops the concept of "gaming capital" as a key way to understand individuals' interaction with games, information about games, the game industry, and other players.Consalvo provides a cultural history of cheating in videogames, looking at how the packaging and selling of such cheat-enablers as cheat books, GameSharks, and mod chips created a cheat industry. She investigates how players themselves define cheating and how their playing choices can be understood, with particular attention to online cheating. Finally, she examines the growth of the peripheral game industries that produce information about games rather than actual games. Digital games are spaces for play and experimentation; the way we use and think about digital games, Consalvo argues, is crucially important and reflects ethical choices in gameplay and elsewhere.