| References
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.
Buchanan, Elizabeth
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: 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: 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.
Entertainment Software
Rating Board. "ESRB Game Ratings." Frishberg, Manny.
"Video Game Merchants Under Fire." Wired News. April
30, 2003. 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. Mayfield, Kendra.
"A Pretty Face Is Not Enough?" Wired News. December 18,
2000. 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. |