< prev | site contents | next >

References and Further Reading

Baker, Chris. "Gettin' Jiggly Wit It." Wired. November 2002.
Available online at: <http://www.wired.com/wired/archive/10.11/play.html?pg=2>

Baratz, Adam. "The Stage of the Game." Ars Technica. August 2001.
Available online at: <http://www.womengamers.com/interviews/roberta.html
>

Beasley, Berrin and Tracy Colling Standley. "Shirts vs. Skins: Clothing as an Indicator of Gender Role Stereotyping in Video Games." Mass Communication and Society. 5:3, 2002: 279-293.

Brundage, Sandy. "The Games Wal-Mart Doesn't Play." Wired News. December 2, 2002.
Available online at: <http://www.wired.com/news/games/0,2101,55955,00.html>

Buchanan, Elizabeth A. "Strangers in the 'Myst' of Video Gaming: Ethics and Representation." The CPSR Newsletter. 18:1, Winter 2000. Available online at:
<http://archive.cpsr.org/publications/newsletters/issues/2000/Winter2000/buchanan.html>

Burnham, Van. Supercade: A visual history of the videogame age 1971-1984. Cambridge, MA: MIT Press, 2001.

Camp, Tracy. "The Incredible Shrinking Pipeline." Edited version of paper in Communications of the ACM, 40:10, 1997: 103-110. Available online at:
<http://www.mines.edu/fs_home/tcamp/cacm/paper.html>

Cassell, Justine. "Genderizing HCI." In Julie Jacko and Andrew Sears (Eds.), The Handbook of Human-Computer Interaction. Mahwah, NJ: Lawrence Erlbaum, 2002: 402-411. Available online at:
<http://www.media.mit.edu/gnl/pubs/gender.hci.just.pdf>

Cassell, Justine and Henry Jenkins (Eds.). From Barbie to Mortal Kombat: Gender and Computer Games. Cambridge, MA: MIT Press, 1998.

Children Now. "Fair Play?: Violence, Gender and Race in Video Games." December 2001.
Available online at: <http://www.childrennow.org/media/video-games/2001/>

Dietz, Tracy L. "An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Violent Behavior." Sex Roles. 38: 5/6, 1998: 425-442.
Available online at: <http://www.kluweronline.com/issn/0360-0025/current>

Eisenberg, Anne. "Computer Science Not Drawing Women." The New York Times. July 27, 2000.
Available online at: <http://www.nytimes.com/library/tech/00/07/circuits/articles/27wome.html>

Entertainment Software Rating Board. "ESRB Game Ratings."
Available online at: <http://www.esrb.org/esrbratings.asp>

Frishberg, Manny. "Video Game Merchants Under Fire." Wired News. April 30, 2003.
Available online at: <http://www.wired.com/news/politics/0,1283,58654,00.html>

Gailey, Christine Ward. "Mediated Messages: Gender, Class, and Cosmos in Home Video Games." Journal of Popular Culture. 27:1, Summer 1993: 81.

Gilmore, Sean and Alicia Crissman. "Video Games: Analyzing Gender Identity and Violence in this New Virtual Reality." Studies in Symbolic Interaction. 21, 1997: 181.

Gorriz, C.M. and C. Medina. "Engaging girls with computers through software games." Communications of the ACM. 43:1, 2000: 42-49.

Haumerson, Tina. "The Representation of Females in Gaming" (Editorial). Gamespy.com.
Available online at: <http://www.gamespy.com/editorials/september00/females/>

Hunter, William. "The Dot Eaters: Video Game History 101." 2000.
Available online at: <http://www.emuunlim.com/doteaters/>

Jenkins, Henry. "Complete Freedom of Movement: Video Games as Gendered Play Spaces."
Available online at: <http://web.mit.edu/21fms/www/faculty/henry3/pub/complete.html>

Kaiser Family Foundation. "Kids and media @ the new millennium." November 1999.
Available online at: <http://www.kff.org/entmedia/1535-index.cfm>

Kielser, Sara, Sproull, Lee, and Jacquelynne Eccles. "Pool Halls, Chips, and War Games: Women in the Culture of Computing." SIGCSE Bulletin. 34:2, 2002: 159-163.

King, Brad. "Wanna Play Doom? Not in St. Louis." Wired News. September 30, 2002.
Available online at: <http://www.wired.com/news/games/0,2101,55422,00.html>

Leonard, Eileen B. Women, Technology, and the Myth of Progress. Upper Saddle River, NJ: Prentice Hall, 2003.

Mayfield, Kendra. "A Pretty Face Is Not Enough?" Wired News. December 18, 2000.
Available online at: <http://www.wired.com/news/culture/0,1284,40478,00.html>.

Media Education Foundation. "Game Over: Gender, Race & Violence in Video Games" (Video). 2000.

Schleiner, Anne-Marie. "Does Lara Croft Wear Fake Polygons? Gender and Gender-Role Subversion in Computer Adventure Games." Leonardo. 34:3, 2001: 221-226.

Subrahmanyam, Kaveri, and Greenfield, Patricia M. "Computer games for girls: What makes them play?" In Justine Cassell and Henry Jenkins (Eds.), From Barbie to Mortal Kombat: Gender and Computer Games. Cambridge, MA: MIT Press, 1998: 46-71.

Wolf, Mark (Ed.). The Medium of the Video Game. Austin: University of Texas Press, 2001.

< prev | site contents | next >