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.

Connected Play

Author: Yasmin B. Kafai
Publisher: MIT Press
ISBN: 9780262019934
Release Date: 2013-10-11
Genre: Computers

How kids play in virtual worlds, how it matters for their offline lives, and what this means for designing educational opportunities.

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 Gaming

Author: Yasmin B. Kafai
Publisher: MIT Press
ISBN: 9780262336963
Release Date: 2016-12-16
Genre: Education

Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves. In this book, Yasmin Kafai and Quinn Burke discuss the educational benefits of constructionist gaming -- coding, collaboration, and creativity -- and the move from "computational thinking" toward "computational participation." Kafai and Burke point to recent developments that support a shift to game making from game playing, including the game industry's acceptance, and even promotion, of "modding" and the growth of a DIY culture. Kafai and Burke show that student-designed games teach not only such technical skills as programming but also academic subjects. Making games also teaches collaboration, as students frequently work in teams to produce content and then share their games with in class or with others online. Yet Kafai and Burke don't advocate abandoning instructionist for constructionist approaches. Rather, they argue for a more comprehensive, inclusive idea of connected gaming in which both making and gaming play a part.

Connected Code

Author: Yasmin B. Kafai
Publisher: MIT Press
ISBN: 9780262319256
Release Date: 2014-07-18
Genre: Education

Coding, once considered an arcane craft practiced by solitary techies, is now recognized by educators and theorists as a crucial skill, even a new literacy, for all children. Programming is often promoted in K-12 schools as a way to encourage "computational thinking" -- which has now become the umbrella term for understanding what computer science has to contribute to reasoning and communicating in an ever-increasingly digital world.In Connected Code, Yasmin Kafai and Quinn Burke argue that although computational thinking represents an excellent starting point, the broader conception of "computational participation" better captures the twenty-first-century reality. Computational participation moves beyond the individual to focus on wider social networks and a DIY culture of digital "making." Kafai and Burke describe contemporary examples of computational participation: students who code not for the sake of coding but to create games, stories, and animations to share; the emergence of youth programming communities; the practices and ethical challenges of remixing (rather than starting from scratch); and the move beyond stationary screens to programmable toys, tools, and textiles.

Women and Gaming

Author: J. Gee
Publisher: Springer
ISBN: 9780230106734
Release Date: 2010-05-10
Genre: Education

The authors argue that women gamers, too often ignored as gamers, are in many respects leading the way in this trend towards design, cultural production, new learning communities, and the combination of technical proficiency with emotional and social intelligence.

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.

Die Tryin

Author: Derek A. Burrill
Publisher: Peter Lang
ISBN: 1433100916
Release Date: 2008
Genre: Games

"Die Tryin'" traces the cultural connections between videogames, masculinity, and digital culture. It fuses feminist, psychoanalytic, Marxist, and poststructuralist theory to analyze the social imaginary that is produced by - and produces - a particular form of masculinity: boyhood. The author asserts that digital culture is a culturally and historically situated series of practices, products, and performances, all coalescing to produce a real and imagined masculinity that exists in perpetual adolescence, and is reflective of larger masculine edifices at work in politics and culture. Thus, videogames form the central object of study as consumer technologies of control and anxiety as well as possibility and subversion. Moving away from current games research, the book favors a game-specific approach that unites visual culture, cultural studies, and performance studies, instead of a sociological/structural inspection of the form.

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.

Gender Inclusive Game Design

Author: Sheri Graner Ray
Publisher: Cengage Learning
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)

Minds in Play

Author: Yasmin B. Kafai
Publisher: Routledge
ISBN: 9781136482465
Release Date: 2012-12-06
Genre: Education

First Published in 1994. Routledge is an imprint of Taylor & Francis, an informa company.

DIY Citizenship

Author: Matt Ratto
Publisher: MIT Press
ISBN: 9780262026819
Release Date: 2014-02-07
Genre: Computers

How social media and DIY communities have enabled new forms of political participation that emphasize doing and making rather than passive consumption.

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.