Lessons Learned With Girls, Games, and Design

A. Ochsner
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引用次数: 11

Abstract

Girls have long been dismissed and trivialized by the game industry. The Girls' Game Movement of the 1990s aimed to create games specifically for girls, but ultimately struggled to reach consensus on whether to make games catering to the feminine content that girls expressed interest in, or whether to challenge gender stereotypes and guide the ways that girls engage with games. Other research-based programs and interventions to engage girls in game design have faced similar difficulties, attempting to find balance between respecting girls' values and empowering them as designers. This paper offers a review of these programs, highlighting similarities in findings about what girls value in games and design, and synthesizing shared challenges and struggles. Analyzing past programs can be invaluable to contemporary educators, scholars, and designers looking to engage girls with game design and technology.
关于女孩、游戏和设计的经验教训
长期以来,女孩一直被游戏行业忽视和轻视。20世纪90年代的女孩游戏运动(Girls’Game Movement)旨在为女孩创造专门的游戏,但最终却难以达成共识,即游戏是否应该迎合女孩感兴趣的女性内容,或者是否应该挑战性别刻板印象并引导女孩参与游戏的方式。其他旨在让女孩参与游戏设计的基于研究的项目和干预措施也面临着类似的困难,它们试图在尊重女孩的价值观和赋予她们作为设计师的权利之间找到平衡。本文对这些项目进行了回顾,强调了女孩在游戏和设计中所看重的相似之处,并综合了共同的挑战和挣扎。分析过去的课程对于希望吸引女孩参与游戏设计和技术的当代教育家、学者和设计师来说是非常宝贵的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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