January 2, 2012

Dota 2 While Female

from tiltfactor
by @ 10:15 am

In our current project on implicit bias and stereotype threat, we are making some games for middle-school aged girls. One of the problems we consistently encounter in designing these games is the societal taboo against girls gaming, and its effect on our target audience. This piece by Clementine, a lab affiliate, sheds a little light on why there is a dearth of women and other marginalized groups in online games, and why it’s important to have a welcoming community.
-Max

July 3, 2009

Games & Transnationality Panel – Games, Learning, & Society

from tiltfactor
by @ 3:47 am

Games are a global medium, and to theorists such as Lisa Nakamura at the Games, Learning, and Society Conference 2009, one cannot separate the construction of digital games into particular cultures and practices. Having one national “essense” or sensibility is entirely fictional, Nakamura notes, because games are very global in their production practices and marketing practices. Nakamura brings up theorist Martin Lister (New Media: A Critical Introduction, 2003 ) to support her position, as Lister notes that “the videogame is the most thoroughly transnational form of popular culture, both as an industry” and “content” such as characters and stories.

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