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| Critique of
Games for Girls According to Cassell, the project of video game design for girls that began in the 1990s is based on a unidimensional and stereotypical understanding of girlhood. In resistance to this essentialization of girls - and boys for that matter - Cassell presents her concept of "underdetermined design for me (whoever I am)." This design understands gender to be dynamic, performative, and context dependent. Games such as Rosebud, which involves storytelling and stuffed animals, are based on underdetermined design and allow children to decide who they are without reinforcing binary gender categories. Cassell argues that we must move towards a more complex understanding of gender that recognizes diversity. This will make women central to the design interface. |