From Barbie to Mortal Kombat: Gender and Computer Games
. MIT Press (MA), $62.5 (380pp) ISBN 978-0-262-03258-2
In this intriguing anthology of essays, studies and interviews, voices from both academia and industry discuss what the experience of computer games is and should be for girls. While game creators have recently discovered the young female consumer, few of these authors are happy with the offerings, which tend to push domesticity and an obsession with looks. Almost all the contributors share some basic belief that the marketplace is dominated by games promoting bad values while shortchanging values identifiable as truly feminist. As Cassell points out, feminism in this context can mean values not pertaining exclusively to gender. The resulting proposals for video games are filled with such buzzwords as ""subjective,"" ""creativity,"" ""community"" and ""collaboration"" (all good) as opposed to ""violent,"" ""competitive"" and ""conquest"" (all bad). It is always nice to see theorists come down from the clouds to enter into discussions of everyday-life subjects such as the ramifications of the Tomb Raider character Lara Croft's ample endowment. The best move of the editors is to conclude the volume with commentary by girl gamers, many of whom worry that the contributors' solutions will underequip girls for the ugly real world. Says one: ""I don't want to be friends! I want to be King!"" (Dec.)
Details
Reviewed on: 11/02/1998
Genre: Nonfiction
Open Ebook - 1 pages - 978-0-585-00317-7