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  • From Barbie® to Mortal Kombat: Gender and Computer Games (Book review)

    Author(s)
    Wise, Patricia
    Griffith University Author(s)
    Wise, Patricia H.
    Year published
    1999
    Metadata
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    Abstract
    The corporate response to the dominance of 'boy culture' in mass distribution computer games has tended to be to incorporate an active 'girl' in the cast of shoot-rem-up characters, such as Tomb Raider's impossibly curvaceous Lara Croft, or to market a 'girl culture' computer product in the pink aisle of Toys R Us, such as Mattei's phenomenally successful Barbie, Fashion Designer. Running alongside these products, however, are more sophisticated approaches to including girls in popular computer culture, involving boundary-crossing, 'neutral' or queering game spaces. This book explores and critiques the emerging 'girl game' ...
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    The corporate response to the dominance of 'boy culture' in mass distribution computer games has tended to be to incorporate an active 'girl' in the cast of shoot-rem-up characters, such as Tomb Raider's impossibly curvaceous Lara Croft, or to market a 'girl culture' computer product in the pink aisle of Toys R Us, such as Mattei's phenomenally successful Barbie, Fashion Designer. Running alongside these products, however, are more sophisticated approaches to including girls in popular computer culture, involving boundary-crossing, 'neutral' or queering game spaces. This book explores and critiques the emerging 'girl game' market in the United States by bringing together perspectives from academic theorists, university-based game developers, industry interviewees from large corporations (Mattei, Sega). high-profile independent companies (Purple Moon, Chop Suey, Girl Games) and game players.
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    Journal Title
    Media International Australia
    Volume
    92
    Issue
    1
    DOI
    https://doi.org/10.1177/1329878X9909200118
    Publication URI
    http://hdl.handle.net/10072/180892
    Collection
    • Journal articles

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