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Table of Contents

Editor’s Introduction . . . . . . . . . . . . . . . . . . . . . . . . 3

Unbeatable? Debates and Divides in Gender

and Video Game Research . . . . . . . . . . . . . . . . . 4

1. History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

2. Importance of Video Games . . . . . . . . . . . . . . . . 6

3. The Rise of Video Game Studies . . . . . . . . . . . . 7

4. Background on Gender

and Video Game Research . . . . . . . . . . . . . . . . . 9

A. Defining gender . . . . . . . . . . . . . . . . . . . . . . . 9

B. Evolution of gender and video game research 9

5. How Is Gender Studied

in Video Game Research? . . . . . . . . . . . . . . . . . .10

A. Gendered representations . . . . . . . . . . . . . . . .10

B. Media effects . . . . . . . . . . . . . . . . . . . . . . . . .12

C. Gender differences in video game play . . . . .15

6. Games Targeted Toward Girls and Women . . . . .16

A. Casual games . . . . . . . . . . . . . . . . . . . . . . . . .17

B. Do we need games for girls? . . . . . . . . . . . . .18

7. Video Games and STEM . . . . . . . . . . . . . . . . . . .18

A. Girls as game designers . . . . . . . . . . . . . . . . .19

8. Women and Gaming Culture . . . . . . . . . . . . . . . .20

9. How Has Industry Changed to Include

Girls and Women: Institutionalized Sexism . . . .20

10. Summary of Gender

and Video Games Research . . . . . . . . . . . . . . . . .21

Appendix

Video Games Mentioned in this Review . . . . . .22

References . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24

Book Reviews . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29

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