From Barbie to Mortal Kombat: gender and computer games
From Barbie to Mortal Kombat: gender and computer games
Video game designs by girls and boys: variability and consistency of gender differences
From Barbie to Mortal Kombat
Computers and Classroom Culture
Computers and Classroom Culture
Minds in Play: Computer Game Design as a Context for Children's Learning
Minds in Play: Computer Game Design as a Context for Children's Learning
Video Kids: Making Sense of Nintendo
Video Kids: Making Sense of Nintendo
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Play Between Worlds: Exploring Online Game Culture
Play Between Worlds: Exploring Online Game Culture
Women and Information Technology: Research on Underrepresentation
Women and Information Technology: Research on Underrepresentation
Making games for social change
AI & Society
How Computer Games Help Children Learn
How Computer Games Help Children Learn
Hi-index | 0.00 |
This paper reviews the research literature on gender and gaming in light of the growing interest in digital games for learning. It outlines three different approaches that have been developed to address gender issues in digital games: 'games for girls' that build on gender differences by promoting different notions of femininity, 'games for change' that support gender play by challenging stereotypes, and 'games as designs' that position girls as creators of their own learning environments. The paper then discusses implications for design methods, choices of game genres and features, research in learning environments, and approaches to data analyses for learning science researchers interested in designing and using games for learning.