Friday, April 17, 2009

(Entry 3) Girl Game Sterotypes

"Girls require a female Villain" Was the gist of the comment of one of our guest speakers.
Verbally I questioned this, and still in my mind can't bring myself to reconcile with it. You see, the gender gap in gaming bothers me. I wonder if girls were raised on the same games as boys if they would be more technologically engaged as they grow up.

After spending a quarter thinking about online identity and the roles we take, I'm not interested in how the "roles" we take, even in casual games, affect our outside life and who we are. More interestingly how does who we are online affect our development. How does this differ depending on age? How could this be studied in a meaningful manner that would not be dated when they are completed?

I've checked out both of Sherry Turkle's books, the Second Self and Life on the Screen, and the first thing that I noted was that both of these are fairly dated. The Second Self is 25 years old now, and I question as I read it how dated it seems. Likely the question is deeper then the age of the technology on the surface, and perhaps so is my question of girl gamer stereotypes. Its been 25 years since I was a "girl" perhaps thats coloring my view too much?

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