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dc.contributor.authorWise, Patricia
dc.date.accessioned2021-03-03T04:53:59Z
dc.date.available2021-03-03T04:53:59Z
dc.date.issued1999
dc.identifier.doi10.1177/1329878X9909200118
dc.identifier.urihttp://hdl.handle.net/10072/180892
dc.description.abstractThe 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.
dc.languageEnglish
dc.publisherSage Publications
dc.publisher.placeBrisbane, Australia
dc.relation.ispartofpagefrom137
dc.relation.ispartofpageto138
dc.relation.ispartofissue1
dc.relation.ispartofjournalMedia International Australia
dc.relation.ispartofvolume92
dc.titleFrom Barbie® to Mortal Kombat: Gender and Computer Games (Book review)
dc.typeJournal article
dc.type.descriptionC3 - Articles (Letter/ Note)
gro.facultyArts, Education & Law Group, School of Humanities, Languages and Social Sciences
gro.hasfulltextNo Full Text
gro.griffith.authorWise, Patricia H.


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