Girls Creating Games: Challenging Existing Assumptions about Game Content
Keywords:
girls, gender, childrenAbstract
In a reinforcing cycle, few females create games and fewer girls than boys play games. In this paper, we increase our understanding of what girls like about games and gaming by describing the content of 45 games that were designed and programmed by middle school girls. The findings suggest that that when given the opportunity, girls design games that challenge the current thematic trends in the gaming industry. The most prominent theme was the way they expressed and worked through fears and social issues in their stories. Most used bright, vivid colors, and their stories took place in real world settings and involved moral decisions. Few used violent feedback. Girls also used the games as spaces to play with gender role stereotypes by challenging authority figures and using humor. We discuss the implications of these findings for the debate on whether games should be gender-specific or gender-neutral.Downloads
Published
2005-01-01
Bibtex
@Conference{digra224, title ="Girls Creating Games: Challenging Existing Assumptions about Game Content", year = "2005", author = "Denner, Jill and Bean, Steve and Werner, Linda", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/224}", booktitle = "Proceedings of DiGRA 2005 Conference: Changing Views: Worlds in Play"}
Proceedings
Section
Papers
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© Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is
allowed, commercial use requires specific permission from the author.