Description

Book Synopsis
Games Girls Play 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. Through interviews, focus groups, and qualitative content analyses, this book analyzes girls' involvement with video games. It also examines different contexts in which discourses of girls and video games occur, including girl-oriented video games, activist efforts to change the video game industry, and informal education programs that teach girls video game design.

Trade Review
A welcome contribution to both girls’ studies and game studies. Cunningham offers us a holistic perspective on girls who play and design games and the larger cultural contexts they must navigate while engaging important questions about the broader significance of girls’ current and future involvement in digital play. This book is a must-read for anyone interested in contemporary girlhood, gaming, and the STEM fields. -- Mary Celeste Kearney, University of Notre Dame
Wide-ranging and thoroughly researched, Games Girls Play helps us understand how girls make sense of video games that have been designed for and marketed to them. More critically, Cunningham elevates girls’ voices by presenting their thoughts in their own words. Games Girls Play is a detailed examination of how commercial game design, discourses about youth and gender, and efforts at promoting gaming literacy create a complex and contradictory cultural terrain that must be negotiated on- and off-screen. -- Matthew Thomas Payne, University of Notre Dame

Table of Contents
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

Games Girls Play

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    Order before 4pm today for delivery by Fri 19 Jun 2026.

    A Hardback by Gonzaga University Cunningham Carolyn M.

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      View other formats and editions of Games Girls Play by Gonzaga University Cunningham Carolyn M.

      Publisher: Lexington Books
      Publication Date: 1/18/2018 12:03:00 AM
      ISBN13: 9781498554565, 978-1498554565
      ISBN10: 1498554563

      Description

      Book Synopsis
      Games Girls Play 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. Through interviews, focus groups, and qualitative content analyses, this book analyzes girls' involvement with video games. It also examines different contexts in which discourses of girls and video games occur, including girl-oriented video games, activist efforts to change the video game industry, and informal education programs that teach girls video game design.

      Trade Review
      A welcome contribution to both girls’ studies and game studies. Cunningham offers us a holistic perspective on girls who play and design games and the larger cultural contexts they must navigate while engaging important questions about the broader significance of girls’ current and future involvement in digital play. This book is a must-read for anyone interested in contemporary girlhood, gaming, and the STEM fields. -- Mary Celeste Kearney, University of Notre Dame
      Wide-ranging and thoroughly researched, Games Girls Play helps us understand how girls make sense of video games that have been designed for and marketed to them. More critically, Cunningham elevates girls’ voices by presenting their thoughts in their own words. Games Girls Play is a detailed examination of how commercial game design, discourses about youth and gender, and efforts at promoting gaming literacy create a complex and contradictory cultural terrain that must be negotiated on- and off-screen. -- Matthew Thomas Payne, University of Notre Dame

      Table of Contents
      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

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