Considering gender in digital games: implications for serious game designs in the learning sciences

This paper reviews the research literature on gender and gaming in light of the growing interest in digital games for learning. It outlines three different approaches that have been developed to address gender issues in digital games: 'games for girls' that build on gender differences by promoting different notions of femininity, 'games for change' that support gender play by challenging stereotypes, and 'games as designs' that position girls as creators of their own learning environments. The paper then discusses implications for design methods, choices of game genres and features, research in learning environments, and approaches to data analyses for learning science researchers interested in designing and using games for learning.

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