The impact of the video game on girlhoods and both Western and Japanese pop culture is scrutinised in this comprehensive exploration of gender and games. This analysis provides an in-depth insight into the presumed differences between girls' and boys' interests, the obstacles that continue to constrain girls' leisure and the video game's role in our popular culture. Gaming is a catalyst for creative energies, encompassing all manner of DIY expressions. Player-created content has always been an important element of gaming. But now, heralded by marketing campaigns, video games are striving to become the new "mainstream" entertainment - including female gamers! For girls, this could serve as a useful entry point into a creative career in this very industry, as playing games very often leads to the wish to create them. The questions discussed are of crucial importance for researchers and game creators alike: how can girls make use of a game's creative potential in order to discover ne
w leisure opportunities, identities, and careers? How can the game world gain access to the female creativity needed to finally turn the game into the universal media phenomenon of our times?
As Art Director of the virtual world Papermint.com
and previously character designer in Tokyo, Dr. Lippe`s art has
been exhibited internationally.
She lectures worldwide, holding a Master`s degree in multimedia
art and a doctorate in cultural studies. She is a member of the
advisory board of the Nordic Game conference and game music
Mehr von Lippe, Barbara