1. - מפגש 9 נשים ומשחקי מחשב שנקר בית ספר גבוה להנדסה ולעיצוב מחלקת לימודי חוץ אוקטובר – דצמבר 2009 ורד פנואלי [email_address]
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6. בסקטור הצעצועים ... Parents of girls were most likely to express worries about the dangers their children face on the streets and to structure girls’ time for productive household activities or educational play. ( Matthews 2002 )
7. החל מהתקופה הויקטוריאנית , קיימת הפרדה תכנית ושיווקית בין משחקים לבנים ומשחקים לבנות “ through this house set play activity, girls were being trained to imitate their parent’s tastes and shop for desirable goods from mail order catalogues and samples.” (Roth, 1998:308 ) - S crapbook houses
12. Game design & game contents Dead or alive 2 Tecmo 2000 Halo , XBOX 2003 Dragon’s lair , Arcana, 1984
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15. - is an absorbing introduction to digital platforms for children - develop confidence and skills in using digital technologies - serves as an entry to careers in sciences and other fields that rely on such technologies - develop such qualities as competitiveness , assertiveness and determination necessary to career life - Children who aren’t playing them at young ages may end up disadvantaged in later years. Playing digital games;
16. The mid-90s’ and the emergence of the ‘Girl Game Movement’
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18. The evolution of girl-games into an era of media convergence. שנות האלפיים ואילך , בהן בנות מוכרות כסקטור פוטנציאלי רווחי ושוק המשחקים יוצר משחקים לקהל זה בהתאם להנחות והשערות שחלחלו בתקופה המוקדמת יותר והיוו את הבסיס לתפיסה הגורפת של מה בנות רוצות ואוהבות במדיה
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Notes de l'éditeur
Is it true that women only like puzzle games, sim games, card games, and story-based games like Sierra's King's Quest series?
Sims and the historical relationship between Domesticity and femininity reflect to the historical intertwining between play, gender, and consumption.
In this, I follow the evolution of girl-games into an era of media convergence and their re-consideration with the growing popularity of digital culture in the girl sector. This section examines the developments and integration of the set of values and products that pioneered the formation of girl-games concepts into an existing active girl digital market. I argue here that whereas basic suppositions and preoccupations informed the initial discourse around girls and digital games, the resulting implementations circulated back into the audience and corporate spheres and acquired a wide acknowledgement of what girls want and need from digital interactive technology. However, as I suggest here, these presumptions are being increasingly challenged with the incorporation of gaming into diverse aspects of user generated content forms where users gain further participatory roles in the creation of games’ contents.