Last reading questions!

Categories: Readings

Post your question in response to your choice from the following:

Kafai and Heeter, Part 4 (Changing Girls, Changing Games) 193-263. (Choose one essay, or ask a question of the section intro)

or

Gender and Fan Studies Debate Round 2 Parts 1, 2, and comments (Link in week by week breakdown)

12 Responses to Last reading questions!

  1. Alexander Griffiths says:

    Lazzaro suggests that, Extreme male games and extreme female games are probably not extremely fun games and that “both sexes have more in common than different”. Therefore why are game producers blind to this data, or are game manufacturers entrenched with patriarchal definitions that render them blind to new audiences? Or have games been sex split for so long that, splitting gaming into other categories, such as race or ethnicity or young, old seems too radical? Could one suggest men, want to maintain a monopoly on jobs within this industry and this dictates their motives to segregate gaming?

  2. Eleanor Krause says:

    These articles talk about creating games that allow girls to experience aspects of traditionally male video games. What about giving boys the opportunity to access the more feminine sides of games? It seems that a boy playing a barbie video game would be less accepted than a girl who plays Halo. Why aren’t companies reaching out to the image of a more feminized male? Is this yet another example of media working to masculinize women as a means of power but not feminizing men?

  3. Bryanna Kleber says:

    Why are people searching for ways to get girls into video games? These people who are strategizing act like it’s so important and possibly even a necessity to get girls involved. Most girls think that video games are a waste of time–just like a lot of boys think the things girls do are a waste of time. Not often do you do you hear, on an intellectual level, strategies to get boys to go shopping or get their nails done because that would be demasculinizing to them and looked poorly upon.

  4. Oliver Sutro says:

    “My own research suggests that women may come to enjoy male typed games if given the time an support to master them” How will time and support change anything? And in what form of support does Hayes mean? Men and Women are inherently different, is hayes suggesting that women can change their innate differences through time and support?

  5. Amethyst Tate says:

    In Lazzaro’s article, she analyzes how game designers target women and men in differing ways, which is limiting, as not all men are interested in only car racing games and violence, just like not all women want to play games involving dressing up Barbie. However, is the best solution creating games that are gender neutral or are there considerable gender differences in the kinds of games preferred by boys and girls? Is gender the only issue? What about social class and ethnicity?

  6. Maria Macaya says:

    Lazzaro states that videogames that are strictly designed based on a masculine or femenine stereotype have a narrow market. Instead, games should appeal to both males and females. This increases the number of players and maximises the market. What effect would this transition have in society? How would the stereotypes and the constructions of masculinity and femeninity respond to an increasing number of “neutral” videogames? Would the gender divide be diminished? Would the stereotypes be deconstructed? How would players feel once that videogames are not strengthening the concept or their sense of masculinity or femeninity. Will they find the games more or less engaging?

  7. Luke Martinez says:

    Is it possible to create one video game that appeals to and can be popular with both males and females? What elements must this unified game contain to appeal to both sexes? Is Lazzaro’s argument too simple?

  8. Amelia Furlong says:

    On Lazzaro:

    Lazzaro suggests that because modern teenagers and young adults are becoming less bound by their gender, video game makers should target their games more at the interests of men and women who “bend traditional gender norms.” But will young men and women who “bend traditional gender norms” by playing video games? Even if video games were made more appealing to them, isn’t this a demographic that wouldn’t even know about these new games and who wouldn’t play them because of their macho, misogynist stereotypes?

  9. Joyce Ma says:

    Nichole Lazzaro- Are Boy Games Necessary?

    The argument for regarding differences and coming together because of similarities can be applied to many situations and subjects. Is Lazzaro too simplistic to conclude that the gaming industry should design games that girls and boys both have fun playing?

  10. Rajsavi Anand says:

    In Nicole Lazzaro’s article “Are Boy’s Games Even Neccesary?”, she argues for games that are not just “boys” games. Are there problems in abandoning the violent, action, sports, and or race games to instead create games that cross sex boundaries by making games that appeal to both sexes such as exploration and fantasy? Would the gaming discourse in these games transform into a similar negative patriarchal treatment of women as in World of Warcraft if an equilibrium of men and women was established?

  11. Avery Rain says:

    (How) Would games created by adolescent girls and boys be different if they were created removed from a social context of the classroom or an after-school club? I find it hard to believe that most 6th-8th graders do not put at least some effort into designing games that will be acceptable by their peers. If this is truen, is there any way to remove game design for studies, like these first two, more away from the peer context?

  12. Laura Hendricksen says:

    R. Jones mentions at the start of the conversation that he would like to have your take on questions of gender and fan investment as a « female scholar ». What difference does this make in terms of analysis of fan investment and negotiation? Clearly, he is acknowledging the fact that you can bring a different perspective to the table, something he is unable to do in the same way. Therefore, if gender is only a social construction, why is it that we analyze things according to our own gender? In other words, how can we break the socially constructed gender norms if we continue to view things from such a gendered perspective?

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