My Thoughts
Whenever I read research on what girls supposedly prefer in games, I am reminded of my own experience with the girls in the Girls on Track program. These young girls expressed a truly dazzling array of gaming interests and preferences, ranging from the stereotypically feminine to the stereotypically masculine. Of course, this data is purely anecdotal, and more research is clearly needed. As the female gaming market has been largely ignored until recently, and as many people are mystified by what would attract female gamers, it seems that it would be useful to determine what females like in games, and if there are indeed significant differences between female and male tastes. Just as important, however, is the need to avoid simplistic gender stereotypes that end up limiting gaming choices. I agree with those who argue that the answer lies in more gender-neutral options: games that both sexes enjoy, with strong male and female characters, that broaden the range of gaming and gender experiences for both males and females.
Whenever I read research on what girls supposedly prefer in games, I am reminded of my own experience with the girls in the Girls on Track program. These young girls expressed a truly dazzling array of gaming interests and preferences, ranging from the stereotypically feminine to the stereotypically masculine. Of course, this data is purely anecdotal, and more research is clearly needed. As the female gaming market has been largely ignored until recently, and as many people are mystified by what would attract female gamers, it seems that it would be useful to determine what females like in games, and if there are indeed significant differences between female and male tastes. Just as important, however, is the need to avoid simplistic gender stereotypes that end up limiting gaming choices. I agree with those who argue that the answer lies in more gender-neutral options: games that both sexes enjoy, with strong male and female characters, that broaden the range of gaming and gender experiences for both males and females.
- Cassell, J. & Jenkins, H. (Eds.), (1998). From Barbie to Mortal Kombat: Gender and Computer Games. MIT Press.
- Hafner, K. (09/10/98). Girl Games: Plenty and Pink. New York Times, National Edition, n51, 276, p. D8.
- Kushner, D. She Got Game. The Village Voice, http://www.villagevoice.com/columns/9926/kushner.shtml 6/30/99.
- Meyer, M. (1996). No Sex and Violence. U.S. News and World Report, v. 120, March 18th, p. 69.
- Race, T. (1998). Building Girls Cyber Rooms of Their Own. New York Times, March 05, National edition, v. CXLVII, n51086, p. D3.
- Thomas, S. G. (1996). Great Games for Girls. US News and World Report, v. 121, Nov. 25th.
- Subrahmanyam, K., & Greenfield, P. M. (1998). "Computer Games for Girls: What Makes Them Play?" In J. Cassell & H. Jenkins (Eds.), From Barbie to Mortal Kombat: Gender and Computer Games, (pp. 46-71). Boston: MIT Press.
- Eisenberg, R. (1998). Girl Games. http://www.grrlgamer.com/archives/gamegrrl02.htm
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