From Barbie to Mortal Kombat: gender and computer games
From Barbie to Mortal Kombat: gender and computer games
Retooling play: dystopia, dysphoria, and difference
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
Gender Inclusive Game Design: Expanding the Market (Advances in Computer Graphics and Game Development Series)
Play Between Worlds: Exploring Online Game Culture
Play Between Worlds: Exploring Online Game Culture
Computer Games: Text, Narrative and Play
Computer Games: Text, Narrative and Play
Girls playing games: rethinking stereotypes
Future Play '07 Proceedings of the 2007 conference on Future Play
Video Game Effects-Confirmed, Suspected, and Speculative
Simulation and Gaming
Serious Games, Debriefing, and Simulation/Gaming as a Discipline
Simulation and Gaming
All in a day's work: a study of World of Warcraft NPCs comparing gender to professions
Proceedings of the 2011 ACM SIGGRAPH Symposium on Video Games
All in a day's work: a study of World of Warcraft NPCs comparing gender to professions
ACM SIGGRAPH 2011 Game Papers
Say it with systems: expanding Kodu's expressive power through gender-inclusive mechanics
Proceedings of the 6th International Conference on Foundations of Digital Games
Proceedings of the International Conference on the Foundations of Digital Games
Virtual inequality: a woman's place in cyberspace
Proceedings of the International Conference on the Foundations of Digital Games
Gender and player characteristics in video game play of preadolescents
Computers in Human Behavior
Why girls go pink: Game character identification and game-players' motivations
Computers in Human Behavior
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This review of gender and gameplay research over the past three decades documents a set of persistent methodological repetitions that have systematically impeded its progress since the inception of this trajectory of research. The first is, in fact, a refusal to consider gender at all: Conflating gender with sex impedes possibilities to identify nonstereotypical engagements by girls and women. Second is the persistent attempt to identify sex-specific 芒聙聹patterns芒聙聺 of play and play preferences 芒聙聹characteristic芒聙聺 of girls and women mainly to support and promote these in the name of 芒聙聹gender equity,芒聙聺 whether in women芒聙聶s involvement in the game industry as designers, in the development and marketing of 芒聙聹games for girls,芒聙聺 or the access and uses of digital games for education, training, and entertainment. Third, it is found that 芒聙聹gender芒聙聺 is an issue in research studies only long enough to dismiss it as a significant variable, which in turn makes any deeper critical interrogation unproductive.