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From Barbie® to Mortal Kombat: Gender and Computer Games Paperback – Feb 28 2000


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Product Details

  • Paperback: 380 pages
  • Publisher: The MIT Press; Reprint edition (Feb. 28 2000)
  • Language: English
  • ISBN-10: 0262531682
  • ISBN-13: 978-0262531689
  • Product Dimensions: 23 x 18 x 2 cm
  • Shipping Weight: 748 g
  • Average Customer Review: 2.9 out of 5 stars  See all reviews (8 customer reviews)
  • Amazon Bestsellers Rank: #512,400 in Books (See Top 100 in Books)
  • See Complete Table of Contents


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Customer Reviews

2.9 out of 5 stars
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Most helpful customer reviews

Format: Paperback
Would that every game development professional would read this book! Well written, thought provoking and presented in a straightforward, non-confrontational manner. Thanks!
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Format: Hardcover
What a pretty fine job! I'm copiling my thesis at university about the topic of videogames. Well, if you are in the same conditions of mine do not miss this book. It is not only a good example of understandable writing but it focuses on important topics too many times left in a corner. Of course, everyone who would approach a study of videogames phenomenon should consider that since they see the light, videogames were full of masculine points of view (and the relative effects whose they carry with them). Despite some relatively non fundamental mistakes, I think that the book hit the bull's eye: attracting the reader inside a new perspective by which he/her can consider the whole subject. The result, in my personal opinion, was a more complete and clear idea about videogames world. After I've finished to read the last line my feeling was the awarness that I didn't miss any aspect of a topic (which still complex, from a social-cognitive point of view). [p.s.: I hope my English is enough understandable]
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Format: Hardcover
I enjoyed this book very much, and am glad I own a copy. It addresses a fundamental problem in the computer industry: the fact that computer games are almost exclusively made by and geared towards men. The book addresses this question through a variety of articles and interviews. The best point of the book, I felt, was that it left you pondering a fundamental question: is the small gaming industry that caters to "Girl Games" a good one, even though it possibly reinforces gender stereotypes that can be detrimental? Or is it better for girls to play "male" games, and be forced to bear the homosexual tags that go along with it? The book strives to find a balance to this problem and makes the reader wonder what, indeed, that balance is. As an afterthought, the recent demise of Purple Moon, a company well documented in this book, question what the future for girls and computer games is. I would wholeheartedly recommend this book to anyone who has played a computer game -- it quite possible might make you see them in a different light.
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By A Customer on June 28 1999
Format: Hardcover
This book has such potential. The topic is interesting and could offer insight on gender and technology issues. However, the writing is shabby (Nikki Douglas, anyone) and the book is a disappointment.
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