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Acknowledgments | ||
About the Authors | ||
Pt. 1 | The Girls' Games Movement | |
Ch. 1 | Chess for Girls? Feminism and Computer Games | 2 |
Ch. 2 | Computer Games for Girls: What Makes Them Play? | 46 |
Ch. 3 | Girl Games and Technological Desire | 72 |
Ch. 4 | Video Game Designs by Girls and Boys: Variability and Consistency of Gender Differences | 90 |
Pt. 2 | Interviews | |
Ch. 5 | An Interview with Brenda Laurel (Purple Moon) | 118 |
Ch. 6 | An Interview with Nancie S. Martin (Mattel) | 136 |
Ch. 7 | An Interview with Heather Kelley (Girl Games) | 152 |
Ch. 8 | Interviews with Theresa Duncan and Monica Gesue (Chop Suey) | 172 |
Ch. 9 | An Interview with Lee McEnany Caraher (Sega) | 192 |
Ch. 10 | An Interview with Marsha Kinder (Intertexts Multimedia) | 214 |
Pt. 3 | Rethinking the Girls' Games Movement | |
Ch. 11 | Retooling Play: Dystopia, Dysphoria, and Difference | 232 |
Ch. 12 | "Complete Freedom of Movement": Video Games as Gendered Play Spaces | 262 |
Ch. 13 | Storytelling as a Nexus of Change in the Relationship between Gender and Technology: A Feminist Approach to Software Design | 298 |
Ch. 14 | Voices from the Combat Zone: Game Grrlz Talk Back | 328 |
Index | 342 |
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