Gender in Play: Mapping a Girls' Gaming Club

To better understand boys’ privilege and girls’ educational disadvantage with regard to video games, this presentation aims to challenge the ways girl gamers are rendered invisible by gaming communities, researchers, and designers. Drawing from audiovisual research of a girls’ gaming club at an elementary school in Toronto, this paper explores the micro-interactions of a gaming session between five girls which is interrupted when two boys enter the scene and try to hijack their play. Using the MAP (Multimodal Application Program, developed by Suzanne de Castell and Jennifer Jenson) tool to visually chart and analyze the co-ordinated reactions of the girls as they put down their controllers and hold their bodies immobile during the boys’ disruption, this paper explores the tenuous relationship to video games these girls enjoy, even within a space ostensibly devoted to their play. Author Keywords gender, education, ethnography, social contexts CHARTING GENDER AND GAMING

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