This week the Taylor article particularly enticed me. The premise of this article came early on when Taylor stated the questions asked by de Castell and Bryson in regards to
"who interests will be served in making use of the purportedly "essential" differences as a basis for creating "girl friendly" computer mediated environments? Most importantly , are we producing tools for girls, or are we producing girls themselves by, as Althusser would put it, "interpellating" the desire to become the girl? by playing with girlish toys, does the girl learn to become the kind of woman she was always already destined to become?"
and extended them to apply to his own research asking the questions
"How can we do research and write on the subject in ways that do not prioti essentialize or assume difference through the very construction of our projects, the formulation of our questions, the performance of our ethnographies and interviews? And what does research into gender and computer games look like if from the outset it reflectively and progressively confronts and deals with the always present production and performance of gender?"
I thought these questions were effective in representing the purpose of the article and I liked how he explored the case study of Edu=art as a way to extend the point that in order for women to be accepted as gamers there needs to be change. Change that Edu-art is looking to enforce, through special gaming events, that women are equal to men in the gaming world its just that male gamers need to recognize it and be exposed to it.
Another interesting aspect of the article were the gendered technologies described, such as the DS lite, and the emphasis on exposing games to girls as a method to nurture more girl gamers. Taylor puts forth the notion that there may not be a high interest in girl gaming because girls are given the impression, whether through media or through the industry itself, that games are not made for them. One thought that I had while reading this article that it seems as though girls are being included more than ever in the gaming world, at least more so then when I was elementary school; that although they are being told, through these games, how to act and the appropriate way to be a girl, these games are introducing them to skills necessary to be active participants in the male dominated gaming world. Furthermore, I don't know if there is anything wrong with girls playing with "girly" toys and that that activity could potentially lead them to the women they were destined to become. Caitlin
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