and Further Reading
Baratz, Adam. "The
Stage of the Game." Ars Technica. August 2001.
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.
A. "Strangers in the 'Myst' of Video Gaming: Ethics and Representation."
The CPSR Newsletter. 18:1, Winter 2000. Available online at:
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:
"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:
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.
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.
Eisenberg, Anne. "Computer
Science Not Drawing Women." The New York Times. July 27, 2000.
Rating Board. "ESRB Game Ratings."
"Video Game Merchants Under Fire." Wired News. April
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.
Hunter, William. "The
Dot Eaters: Video Game History 101." 2000.
Jenkins, Henry. "Complete
Freedom of Movement: Video Games as Gendered Play Spaces."
Kaiser Family Foundation.
"Kids and media @ the new millennium." November 1999.
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.
Leonard, Eileen B. Women, Technology, and the Myth of Progress. Upper Saddle River, NJ: Prentice Hall, 2003.
"A Pretty Face Is Not Enough?" Wired News. December 18,
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.