leftside_space.gif (54 bytes)

[ Summary ] [ Schedule ] [Bibliography] [Assignments]

Interpretive Questions on Cassell & Jenkins, Brenda Laurel and Game Grrls Interview
   

Justine Cassell and Henry Jenkins, "Chess for Girls"

Walter Dan Stiehl
-Why must the design of a game be more "gender conscious" than simply creative? What about non-gendered fantasy characters? It seems that an approach of creating the best "girl game" and the best "boy game" seems wrong, rather wouldn't it make more sense to create the best "fun interactive game for children" where some degree of both interpersonal as well as task oriented skills was needed to "win"?

Stephanie K. Dalquist
-Since it's been established that "separate but equal' is never truly equal (at least in education), is this really a way to approach the issue of designing computer games? Is this issue different somehow? One of the comments I've heard frequently is that "none of the warriors [in Mortal Kombat] is female" is false... editing mistake, or did the one or two that do exist now not exist in the first releases?
-The Mario Brothers (Nintendo) series is not mentioned in the popular-for-girls and-boys exploration games... is it really not as popular? It seems so similar to Donkey Kong! (from a person who likes Mario for SNES better than Donkey Kong)
-Are there other feasible ways to attract girls to computers/technology besides (girly) computer games (especially considering different conceptualizations of computers as toy vs. tool)? (Myself, I had access to computer all my life, never had to compete for it, and still view it as a tool)

Girim Sung
-This chapter really clarified and outlined all the sides to the question: do we encourage girls to beat boys at their own game, or do we construct a girls-only space? I really have to agree though that this question does have the underlying assumption that computers are boy games. So, I wonder what would happened to video game culture if companies took Theresa Duncan's advice to focus on creativity and not market research driven development. After all, if "men design games for themselves because they understand what they know is fun," why shouldn't women approach designing games for girls in the same light?

Mike Ananny
-What should be the mechanism for changing girls' attitudes towards games and computer technology? Should we design games that are girl-specific or games that are gender-neutral? Is anything gender-neutral? It seems that if "boys and girls like different things, act in different ways [and] have differential successes at various tasks" (p.6) then products should be designed differently for boys and girls -- note that this is not necessarily the same thing as designing toys that encourage gender stereotypes. Perhaps good interaction design should leverage gender-specific differences to accomplish gender-neutral goals.

Joseph Kaye
-"Violent games without positive representations of women...dominate the field."(p10) What would a positive representation of a woman be in a violent game? For example, when "Game producers...insist that they want to respect and value aspects of traditional feminity even as they seek to open up new spaces for girls." (p22) Oh, and how come nobody ever mentions Carmen Sandiego?

Max Bajracharya
-Computers and computer games seem to be a part of boy culture -- doesn't this provide justification for why girls may not be comfortable with them; not because of the content necessarily, but because they are already part of the boy world? If a part of boy and girl childhood culture, it seems like girls could gain just as much fulfillment from a shoot-em-up as boys.

 

Hilarie Claire Tomasiewicz
-How can something be truly both separate AND equal? In determining the equality of two computer games, how it is it decided which characterisitcs of a given girl's game correspond equally to those of a boy's?

David Mellis
-A few questions. One, does making games that girls will like have to involve the furthering of stereotypes? A game that focuses more on relationships and people, rather than action and objects, could appeal to girls without being pink and girly.
-Second, is it possible to consider or change the disparities in girls' access to computers outside of a larger societal context?
- You mention things like boys' clothing being the assumed norm, etc. Can one of these issues be resolved without attention to the others?

Jeannie R. Ben-Hain
-One of the solutions suggested at the end of the article was creating a strong female character without the sexual overtones of Lara Crofts. Isn't the reason companies do this is because they dont want to lose their core market? Theyve taken a step in this direction by making a strong female character, but they still wanted to ensure that male gamers will want to play (regardless of whether males will want to play solely because of the sexual representation). Also, some of the Game Grrls mentioned (like the CrackWhores) use overtly sexual tones to show a pro-feminist stance. How is this different from Lara?

Christian Baekkelund
-One key thing immediately bothered me about this introduction: the word "gender" is used almost wholly throughout this introduction (and book) to mean something that could be more accurately described in almost every case with the word "girl". This is acknowledged in the "What Do We Mean by Gender?" section of the introduction, but I don't understand the reasoning. The explanations given are "in terms of a rejection of biological determinism" and "in terms of an acceptance of the study of women and girls as fundamental to the study of culture"?
-Additionally, I found some mistakes in the introduction as well: all versions of Mortal Kombat have indeed had female character/warriors, and there are no "damsels in distress" in the first version of the game (except maybe in backgrounds of later versions -- where there are also men).
-Also, I wonder about what makes a game "androgynous". The exploration games for the most part seem to be androgynous...or at least as long as the player's avatar is non-human (ie., a donkey or hedgehog)?-One interesting note to make with respect to Sierra Online is that Phantasmagoria 2 (which has scenes of graphic sex -- oddly usually with a very dominant female) was created at Sierra Online by a woman, and stars a male character and has been considered a relatively masculine game. How did this come about and why is it seen as such?

Adrienne DeWolfe
-In my own classroom (8-10 year olds) I know that I can certainly confirm many of the generalizations about boys and girls and computer use. Boys most frequently asked to have extra time on our classroom computers to play games, while if a girl asked for extra time it was usually to complete an assignment or make a card or banner. If equal access is being given in a classroom, what else can or should educators do to lessen the computer interest gap?

Adam Smith
-The author brings up in interesting point about how the use of power mowers in men is higher than that of women. Why do men buy more power motors? Is it because men were encouraged to do much dangerous and manly things when young? If so, then how does this relate to the PC movement. Computers require unlimited patience and a sedentary lifestyle which seems much feminine and yet males were the first attracted over females. Why?

Anindita Basu
-Since different cultures have varying gender roles, has any research been conducted on how the same games are received cross-culturally with respect to gender?
-What is the gender split for games that are more popular with girls, such as Ms. Pacman? Does the difference in gender and computer games vary with age?
-What do girls who play computer games have to say? Why do they play? How do their interests compare to girls who don't play games?
-What are the ratios on MUDs and other online games which allow for both fighting and socialization? Who plays those and why? Does that provide some sort of medium?
-It seems that there's a vicious cycle--girls see computers as functional and don't play with them much, but adults want girls to play games to become familiar with them and learn useful skills, so that reinforces the utilitarian notion of computers. Where's the fun?

Char DeCroos
-Increasingly, society (at least offically) is present gender equality at the norm. If this tendency is true, then girls should no longer have to 'fight with boys to get a turn' with computers. Is it computers that are inherently presented as masculine, or is it merely the majority of recreactional material available on the computers. Wouldn't productivity software eventually counteract this disparity?

Raffi Krikorian
-At one point, it is stated that girls don't like to compete with boys to use the computer. both genders will use the computer and enjoy it, but boys "hog" it and the girls don't want to start a confict over it. how do you rectify this with the statistic given that a significant portion of companies are being run by women? that seems to be a very competetive position to be in.

Carlos Cantu
-On one side you have the big industry players hoping to expand the existing game market to include both male and female interests, on the other you have Purple Moon type companies that want to create a girls-only market. Don't both of these approaches focus merely on the companies attempt to corner this specific section of the market before the other company? Is this about creating market driven barriers to entry or is this about girls?

 

Interview with Brenda Laurel

Walter Dan Stiehl
-I find it interesting how stereotypical the Purple Moon software is of a "girl's game" in the sense of the idea of characters telling Rockett their feelings, such as Jessie saying "This is making me feel bad" etc. Do girls at a young age vocalize their feelings in this way? It seems from our earlier look at play therapy that children in general do not vocalize, let alone understand, their emotions so distinctly.

Stephanie K. Dalquist
-Is it really that girls love seeing things in different media at once or profit that drove the development of Purple Moon merchandise so early? Weren't the exploration games (ie Sonic, Ecco) mentioned in the previous reading as being rather popular with girls? Should girls be expected to become as fanatic as boys do about them? Maybe fanaticism is not the best way to measure how much one "likes" something.

Girim Sung
-Laurel explains the reason for directing her product specifically for girls: "because we wanted to protect the experience as being something girls could own. . .I own this and you don't get to make fun of it." I was really surprised at how each paper keeps stating that girls are so influenced by the opinions of boys, i.e. once the boy makes fun of her playing a game, she doesn't play. Would it be too naive to ask why does this happen? Why aren't boys influenced in the same way by girls' opinions?

Mike Ananny
-One of Laurel's arguments seems circular and self-perpetuating: she supports her argument that girls are not interested in skill mastery with evidence from girls' video games interactions designed for boys; Laurel then states that girls games should therefore not emphasize skill mastery because they have not been successful in video game contexts and, besides, skill mastery is "not very good social currency for a girl." (As an aside, the application and management of mastery is critical but children should never be discouraged from the act of skill mastery!) It seems that girls' interactions with boys' video games are used as design guidelines for girls' game development but, in the process, have the effect of reinforcing the stereotypes originally built into the boys' games. In essence, designing in response to stereotypes (e.g. skill mastery implicit in boys' games) may actually support the root stereotype (e.g. that girls are not interested in skill mastery).

Joseph Kaye
-I think Laurel's realization of the necessity for emphasis on storytelling (p133) and character (p125) is important and fundamental, but I think she underestimates the role it plays in boy's play - look at the extensive plot- and story-driven adventure and role playing games which are closely centered on a narrative.

Max Bajracharya
-Laurel seems to compare her work with Quake and other such games, but her aim seems different. She seems to be aiming for an educational type of game, not a game of pure fun. Or does she think that this is precisely what girls think is fun?

Hilarie Claire Tomasiewicz
-Laurel is right on when she talks of personal relevance as being incredibly important to girls in terms of the games they like to play. I wonder why is it then that Barbie is so popular with girls when she (being a sexually mature adult) is just about the farthest thing away from having 'personal relevance' to a little girl's life?

David Mellis
-The interview doesn't go into the technical challenges involved in making games for girls. In a lot of ways, these games seem more challenging to create, requiring things like natural language understand. How much of a factor is this in the lack of girls' games currently in existence. Second, I'm curious about the interview process. Who wrote the questions? I'm assuming these weren't done in person, the answers seem long and polished. What was the interview process?

Jeannie R. Ben-Hain
-I just love sweeping generalizations like "they [girls] will play boys' games if there's nothing else to do and they even like some of them". Speaking as a girl who liked playing "boys' games", just as enthusiastically as my brothers, how can they make statements like this about the way girls play with video games? Possibly in some situations girls wouldn't feel comfortable claiming a boy's game as something they like.

Christian Baekkelund
-The comment is made that "both girls and boys believe that video game machines are "boy things" and that computers are gender-neutral". Why is this and how did this come about? And why is this contrary to Sherry Turkle's finding -- what was her finding?
-Also, why does "Chess for Girls" call games like "Sonic the Hedgehog" androgynous, and yet Laurel calls the same game a "boy's game"? What is the difference in viewpoint?
-Also, Laurel says a lot about what girls' games should have in them and how they should be structured, frequently in manners that are far more technologically complicated than their boy-predecessors, and yet she makes no comments as to how they should or could actually be implemented? For example, Laurel mentions that girls don't like level-based games with obstacles, however, a much more open, non-linear, and exploratory counterpart is also far far more difficult to actually make...what sort of proposals exit for bridging this gap other than simply saying that it needs to happen?

Adrienne DeWolfe
-Is Purple Moon still around today, or did they not make it? I wonder if the focus should be on games that will appeal to kids in general rather than creating more computer software to appeal along pretty strict gender lines. I thought her comments about storytelling as a relationship were wonderful. What can be learned from that and applied?

Adam Smith
-As I read this interview my thoughts center around the fact that the company eventually sold out with the end result, the purple moon website, as a rather shabby example of breakthrough girl research. It is easy to rave about Barbie fashion designer and how it opened up a new market for girls but what do we learn from the purple moon failure?

Anindita Basu
-Is she claiming that embodiment is more of a female trait/interest?!
-How does the tween movement fit in with Laurel's game design and marketing strategy? Are others picking up on the same issues and capitalizing on them? How do products for tweens stand out from products for younger kids or teens?

Char DeCroos
-Laurel states that mastery for its own sake is never very good social currency for a girl. However, I don't think most boy games produce mastery for its own sake but mastery over some principal of competition. Does it seem like Laurel's "girl against the world" games seem to be pushing the same principle -- social competition?

Raffi Krikorian
-Is there the same concern for computer games with girls that people have with video games for boys? there has been all this controversy lately on violent video games for boys, is there any analogous problem for computer games for girls?

Carlos Cantu
-Laurel mentions that "relavance, personal relavance" is very important to little girls aged 7-12. Do little boys share the same attitude? IF not, then why?

 

Game Grrls Interview

Walter Dan Stiehl
-Why is it "Grrls" instead of "Girls"? What is the significance of this spelling? Is it to imply an ultra-feminist, rough, attitude? What percentage of the female computer gamer is a Game Grrl?

Stephanie K. Dalquist
-Where are these women when "girl game" companies go out to do market research? Granted they're older than the Purple Moon target audience, but the attitude has to start sometime!

Girim Sung
-I agree with Goulet that the it is men's, not women's ideal body image that is represented in video game characters. Even Lara Croft, with her intelligence and ability to master physical and intellectual challenges, embodies men's ideal of women in body and mind. Goulet asks the gaming industry to "find out what the ideal female" would be for a woman. What do women think the ideal woman is? Will it be similar to a man's ideal minus the revealing clothing? Is the woman's ideal simply the man's ideal with, "sweatpants and a sweater?" After all, 99%of girls in U.S. owns a barbie.

Mike Ananny
-How representative is the 'game grrlz' movement of girls in general; e.g. how many of them were surveyed and how old are they? Are they raising these questions as representatives of the mainstream or as critics of the establishment?

Joseph Kaye
-I'm glad this section is included as a response to the rest of the book - it's interesting looking in particular at their response to Sherry Turkle, compared to the responses in each of the interviews. They do seem angry and hardcore. But I wonder how representive they are of any demographic out there: is this a fringe 1%?

Max Bajracharya
-So, after reading Laurel who's saying girls want social interaction type games, and game grrls, who argue girls simply want the same thrill of a victory that guys do, which type of game actually sells better? Do girls want both the social and the thrills; or is it split between girl personality types; or is it something social/nurtured; or perhaps simply a boy/girl culture difference (need to be independent)?

Hilarie Claire Tomasiewicz
-Game Grrlz: said one game girl:"Barbie's not really a game. you point, click, do all sorts of things, but where's the competition?" Has anyone ever thought to design a fighting game for girls using Barbie? If girls like fighting games as much as boys, wouldn't it be pretty smart of mattel to use Barbie as the next Lara Croft in something similar to Tomb Raider? Hell, she's got the pre-resiquite breasts already.

David Mellis
-A major theme running through these essays is the rejection of Purple Moon and their claims about what girls like. While, I agree that these girls definately represent a population that Purple Moon seems to be ignoring, I also believe Brenda Laurel when she says that she's talked to thousands of girls and this is what they like. But beyond that, why is Purple Moon making a certain type of game for girls seen as saying those are the only games that girls like? Why don't the game girls, and to some extent, the authors, see Purple Moon as making games for girls, not the only games for girls? When you talk about the dilemna between enforcing stereotypes and getting girls to use computers, I think it ignores the fact that girls can like a wide range of products, and companies can make an appropriate range.

Jeannie R. Ben-Hain
-I don't really have a question on this one. I thought the idea of a "Glass ceiling" game or even a mom with a machine gun telling people "There's your dinner, baby!" would be pretty intriguing.

Adrienne DeWolfe
-Interesting. Is this a pretty marginal movement? How many girls of today do they really speak for?

Char DeCroos
-The Game Grrlz state that women want everything in one place is unbelieveable generalization. Does she seem to make such generalizations herself that girls generally have a supressed love for "fragging, killing, and slaying worlds." What solutions does she propose to make beside making girls have less outlandish figure in videogames? Keep in mind that the outlandish figures of airbrushes, digitally altered models still apparently sells well with girls in a variety of media i.e. magazines and clothing advertisements.

Carlos Cantu
-Alizia Sherman writes that many studies about girl gaming reflect how "we" condition girls to be passive. What do studies say about girl gamers in other cultures? Does the same pattern emerge?