Remember Not To Die: Young Girls and Video Games
DOI:
https://doi.org/10.21153/pecl2004vol14no2art1265Keywords:
video games, children, masculinity, femininityAbstract
Video games are played very differently by boys and girls, as girls do not tend to take the game as competitively as boys do. If video games are part of a set of technologies and practices for the production and management of contemporary masculinity, then girls have to manage themselves as both masculine and feminine in order to succeed in these games.
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References
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Cassell, J. & Jenkins, H. (1998) From Barbie to Mortal Kombat. Cambridge, MA, MIT Press.
Clover, C. (1992) Men, Women and Chainsaws. London, British Film Institute.
Foucault, M. (1977) Discipline and Punish. Harmondsworth, Penguin.
Foucault, M. (1986) History of Sexuality, vol. 3, The Care of the Self. New York, Pantheon.
Kristeva, J. (1982) The Powers of Horror. New York, Columbia University Press.
Neale, S. (1983) ‘Masculinity as spectacle’. Screen 24, 6: 26- 40.
Poole, S. (2000) Trigger Happy: The Inner Life of Video Games. London, Fourth Estate.
Rose, J. (1983) ‘Femininity and its discontents’. Feminist Review, 14: 78-91.
Walkerdine, V. (1998) Counting Girls Out. London, Falmer.
Walkerdine, V. (2002) ‘Video games and childhood masculinity’. Paper presented at Crossroads in Cultural Studies Conference, Tampere, Finland.