Lexington Books
Pages: 190
Trim: 6¼ x 9¼
978-1-4985-5456-5 • Hardback • April 2018 • $117.00 • (£90.00)
978-1-4985-5458-9 • Paperback • July 2020 • $47.99 • (£37.00)
978-1-4985-5457-2 • eBook • July 2020 • $45.50 • (£35.00)
Carolyn M. Cunningham is associate professor in the Communication and Leadership Studies Program at Gonzaga University.
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
[A] poignant, foundational book that looks at gender, girlhood, video games, and the gaming industry.
— Communication Research Trends
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