Girlhood Games
About this book
From hypermasculine heroes’ journeys to the boyish play cultures of modding and hacking, popular imagination has long connected video games to boyhood. Yet there has been both a long history and rapid rise of girlhood heroines and a wealth of unnoticed girls’ gaming cultures that have gone unaccounted. This book explores the evolution of gender, youth, and identity in games, from the Game Boy Color Sewing Machine to the teen girl social and identity obstacles found in games like Life is Strange. Video games are shifting away from the heroes’ journey and towards the Bildungsroman, or coming-of-age tale; uniquely representing girlhood through play and interaction. Girlhood Games: Gender, Identity and Coming of Age in Video Games unearths a reflection on gender and games culture, youth and development, storytelling traditions and historical canons, self-expression and cultural production, and the resistant possibilities unveiled through play.
Author / Editor information
Stephanie Harkin is a Lecturer at RMIT University, Australia where she researches girls’ digital cultures, feminine gaming, and digital preservation.
Topics
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Frontmatter
I -
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Dedication
V -
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Preface
VII -
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Contents
IX -
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1 Introduction
1 -
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2 Charting Girls in Games
28 -
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3 Navigating the Threshold: Oxenfree, Liminality, and Immanent Girlhood
55 -
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4 Power Structures, Post-feminism, and Nostalgia: Memory and Resistance in Life Is Strange
70 -
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5 Transgression, Horror, & the Fairy Tale: From Hunted to Hunter in The Last of Us Series
102 -
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6 Self-Representation: Girls’ Bedrooms and DIY Games Culture: Secret Little Haven and Lost Memories Dot Net
132 -
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7 Conclusion: Virtual Voyagers
161 -
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References
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Index
191
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Manufacturer information:
Walter de Gruyter GmbH
Genthiner Straße 13
10785 Berlin
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