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Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming

Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming

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Creators: Yasmin B. Kafai, Carrie Heeter, Jill Denner, Jennifer Y. Sun
Publisher: The MIT Press
Category: Book

List Price: $29.95
Buy New: $14.95
You Save: $15.00 (50%)



New (37) Used (4) from $14.95

Sales Rank: 85243

Media: Hardcover
Number Of Items: 1
Pages: 396
Shipping Weight (lbs): 1.8
Dimensions (in): 9.1 x 7.1 x 1.1

ISBN: 0262113198
Dewey Decimal Number: 794.8
EAN: 9780262113199
ASIN: 0262113198

Publication Date: September 30, 2008
Availability: Usually ships in 1-2 business days

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  • Synthetic Worlds: The Business and Culture of Online Games
  • Rules of Play: Game Design Fundamentals
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Editorial Reviews:

Product Description
Ten years after the groundbreaking From Barbie to Mortal Kombat highlighted the ways gender stereotyping and related social and economic issues permeate digital game play, the number of women and girl gamers has risen considerably. Despite this, gender disparities remain in gaming. Women may be warriors in World of Warcraft, but they are also scantily clad "booth babes" whose sex appeal is used to promote games at trade shows. Player-generated content has revolutionized gaming, but few games marketed to girls allow "modding" (game modifications made by players). Gender equity, the contributors to Beyond Barbie and Mortal Kombat argue, requires more than increasing the overall numbers of female players.

Beyond Barbie and Mortal Kombat brings together new media theorists, game designers, educators, psychologists, and industry professionals, including some of the contributors to the earlier volume, to look at how gender intersects with the broader contexts of digital games today: gaming, game industry and design, and serious games. The contributors discuss the rise of massively multiplayer online games (MMOs) and the experience of girl and women players in gaming communities; the still male-dominated gaming industry and the need for different perspectives in game design; and gender concerns related to emerging serious games (games meant not only to entertain but also to educate, persuade, or change behavior). In today's game-packed digital landscape, there is an even greater need for games that offer motivating, challenging, and enriching contexts for play to a more diverse population of players.

Contributors: Cornelia Brunner, Shannon Campe, Justine Cassell, Mia Consalvo, Jill Denner, Mary Flanagan, Janine Fron, Tracy Fullerton, Elisabeth Hayes, Carrie Heeter, Kristin Hughes, Mizuko Ito, Henry Jenkins, Yasmin B. Kafai, Caitlin Kelleher, Brenda Laurel, Nicole Lazzaro, Holin Lin, Jacki Morie, Helen Nissenbaum, Celia Pearce, Caroline Pelletier, Jennifer Y. Sun, T. L. Taylor, Brian Winn, Nick Yee.

Interviews with: Nichol Bradford, Brenda Braithwaite, Megan Gaiser, Sheri Graner Ray, Morgan Romine.


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