dc.contributor.author | Wise, Patricia | |
dc.date.accessioned | 2021-03-03T04:53:59Z | |
dc.date.available | 2021-03-03T04:53:59Z | |
dc.date.issued | 1999 | |
dc.identifier.doi | 10.1177/1329878X9909200118 | |
dc.identifier.uri | http://hdl.handle.net/10072/180892 | |
dc.description.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' 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.language | English | |
dc.publisher | Sage Publications | |
dc.publisher.place | Brisbane, Australia | |
dc.relation.ispartofpagefrom | 137 | |
dc.relation.ispartofpageto | 138 | |
dc.relation.ispartofissue | 1 | |
dc.relation.ispartofjournal | Media International Australia | |
dc.relation.ispartofvolume | 92 | |
dc.title | From Barbie® to Mortal Kombat: Gender and Computer Games (Book review) | |
dc.type | Journal article | |
dc.type.description | C3 - Articles (Letter/ Note) | |
gro.faculty | Arts, Education & Law Group, School of Humanities, Languages and Social Sciences | |
gro.hasfulltext | No Full Text | |
gro.griffith.author | Wise, Patricia H. | |