This article focused on the roles of gender in technology. It notes that most of the games available to children feature violence, war, and competition; games that appeal most to boys. Only recently have gaming companies begun to develop games aimed purely at the female market. Unfortunately many of these games stereotype girls and are based on fashion and dating. Studies show that women and girls see technology as a way to further communication and interactions. Men and boys seem to see technology as a way to transcend space and time and seem to be drawn to the technological items themselves. In light of these studies, some groups are working on creating games that facilitate discussions and provide interactive learning environments.
The gaming divide is vast. Most of the games that are not intended for educational purposes are quite obviously marketed to a male audience. Very few current games do not focus on war, competition, or conquering or vanquishing opponents. The games that are marketed to females tend to have educational motives, which is great, but not always entertaining. I think that even in light of the work that has been done to create interactive games for girls; there is still a lot of work to be done.
Bennett, Dorothy and Brunner, Cornelia. (August 1, 2000) The Role of Gender in the Design of Electronic Learning Environments for Children. TechLEARNING. Last accessed May 13, 2008 from http://www.techlearning.com/db_area/archives/WCE/archives/bennett.php
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