There is much controversy surrounding the girl games movement. Proponents of the girl games admit that the games target stereotypically feminine interests. However, they point out that there is nothing inherently wrong with traditionally feminine interests, and note that these interests have been denigrated for far too long (1). They believe that any activity that encourages young girls to use the computer is a positive thing (6, 7), as it can lead to increased computer proficiency, an interest in technical careers, and an expansion of the role of digital media in women's lives. Further, they argue that games specifically targeted towards girls may be necessary in order to reach a mass female audience, as the current male-oriented and androgynous games are not reaching enough girls (7). They claim that they are currently forced to market to a normative idea of femininity because the girl games market is small and marginalized. Once the girl games industry gains sufficient strength, they will be free to offer games that include a broader conception of what it means to be female, and to cater to a broader range of female interests (1).

Rhinestone Publishing: "Smarty"
Arguments Against Girl Games
Girl game critics complain that the girl games are just as sexist as the "male-oriented" violent action games. They argue that by focusing on stereotypically feminine interests such as shopping and popularity, girl games end up reinforcing limiting gender stereotypes and gender-polarized play patterns (1). They fear that the consequences of this will be reduced choices for both girls and boys, not expanded choices. They argue that the creation of new types of games designed specifically for females reinforces the message that males and females are essentially different, and that girls require their own games. They do not believe that separate games for girls are necessary to bridge the gender gap in gaming. Rather, they believe that it is sufficient to expand the existing game market to include both male and female interests, through the creation of androgynous games. They believe it would be more fruitful to focus on variation in play preferences among girls, and among boys, and on areas of commonality between the sexes (1, 8). Lastly, they worry that the girl games reinforce the very stereotypes that keep women out of technical fields, and thus question the assumption that playing girl games will in fact lead more women to the technical industries (8).
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