Reading: From Quake Grrls to Desperate Housewves: a decade of gender and computer games
Henry Jenkins and Justine Cassell
Outline
1.Introduction
- Conference
- Book
2.The Girls' Game movement
- Development
- Five Factors
Economic, Political, Technological, Entrepreneurial, Aesthetic
3.The gender role of girls
4.The Sims™
- Introduction
- From Game Culture to Fan Culture
5.The Diversification of Game Content
6.Fringes
- Introduction
- Genres
Casual games, Serious and educational games, Advergaming
7.Desperate Housewives Game
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Through your presentation, I start to learn how to use a more critical view to think of relationship between the game and gender. Since at before I may just see game as a entertainment tool, will not think at this theatrical way of it. Just like the stereotypical gender reinforcement which your claim may effect through playing game.As you said author had use the game Desperate Housewives to be a case study at the article, I think it really good to use this famous game in US to illustrating this point.
ReplyDeleteThank you for giving us some inspiration to think of a different new way to the game world.
Self-evaluation
ReplyDeleteWell, generally speaking, I think I did cover all the discussion points raised in the article, even Wesley said that “might be too comprehensive”. =P
To come back to the subject, this reading is quite straight forward for reader to catch on the main theme. Justine Cassell brings out the shift and development of female’s participation in game industry to the readers. More attention should be paid to the Girls’ Game Movement as it explains the reasons why girls’ desires were positioned as the target market and the formation of gender stereotyping from the start.
Through the discussion after my presentation, the stance of the writer was more clarified. Justine Cassell’s point of view is not too pessimistic in relation to the stereotypical tendency of gender in girl’s games but there is still room for improvement.
Thanks for your comment, Connie =D
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