Playing the game: Young girls performing femininity in video game play

Publication Type  Journal Article
Year of Publication  2006
Authors  Walkerdine, Valerie
Journal Title  Feminist Media Studies
Volume  6
Issue  4
Pagination  519-537
Key Words  computer games; gender; girls; children
Abstract  

While much literature on girls and video games offers games for girls as presenting an empowerment through the possibility f or girls of active engagement and the possibility of honing skills to win, this paper argues that things are not so simple. Based on a study of children between the ages of 8 and 11 playing video games in after school clubs in Sydney, Australia, the paper argues that most video games are one site for the production of contemporary masculinity. On this basis it is argued that girls playing games have to negotiate complex performances which demand qualities traditionally ascribed to masculinity alongside those ascribed to femininity. This produces difficulties for girls in competing to win while at the same time displaying sensitivity, caring, and co-operation. This is discussed by analysing what happens when some girls play.

Notes  

Valerie Walkerdine is Professor of Psychology at the School of Social Sciences at Cardiff University. Her work brings together critical work in psychology and feminism with cultural and media studies. She is author of many books including Daddy’s Girl: Young Girls and Popular Culture (Macmillan); Mass Hysteria: Critical Psychology and Media Studies (Palgrave, with Lisa Blackman), and Growing Up Girl: Psychosocial Explorations of Gender and Class (Palgrave, with Helen Lucey and June Melody). Her latest book is Children, gender and video games: towards a relational approach to multimedia (Palgrave).


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