Girls and Gaming: Gender Research, “Progress” and the Death of Interpretation

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DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play
The University of Tokyo, September, 2007
Volume: 4
ISBN / ISNN: ISSN 2342-9666


This paper is about the persistent absence of critical interpretation in work focused on gender and gameplay. Since its beginnings, research (and resulting practice) in this area has moved little if at all from the early work in the path-breaking Cassells and Jenkins volume dedicated to girls and gaming. In the currently very well-regarded and oft-cited volume on “girl-friendly” game design, Sheri Graner-Ray re-instates the gamut of gender stereotypes by now so familiar as to have become “canonical” for the field. In this paper we illustrate some theoretical, research, and practice dilemmas, and, drawing upon sophisticated interpretive work in gender studies and on socio-cultural approaches to research, we propose some tactics for rethinking the very terms and conditions of this by now clearly resilient orthodoxy about “what girls like best,” arguing that until we are able to be surprised by its findings, we can be fairly confident that games studies research into gender accomplishes little beyond re-instating and further legitimating inequality of access, condition and opportunity. This is no game: no fun, and no fair.