This book examines the role that video games play in girls' lives, including how games structure girls' leisure time, how playing video games constitutes different performances of femininity, and what influences girls to play or not play video games, as well as the discourses surrounding girls and video games.
Inhaltsverzeichnis
Acknowledgments
Chapter 1: Introduction
Chapter 2: Games for Girls: The Marketing of Girls' Video Games
Chapter 3: Killing Time: Dynamics of Girls and Video Games
Chapter 4: Video Games at Home
Chapter 5: Girls Change the Game
Chapter 6: Teaching Girls Video Game Design
Chapter 7: The Future of Girls and Video Games
Appendix 1: Interview Subjects
Appendix 2: Focus Group Subjects
References
Index
About the Author