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Women and Gaming

The Sims and 21st Century Learning

Palgrave Macmillan

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Table of contents (9 chapters)

  1. Front Matter

    Pages i-vii
  2. Introduction

    • James Paul Gee, Elisabeth R. Hayes
    Pages 1-16
  3. Video Games and Twenty-First-Century Skills

    • James Paul Gee, Elisabeth R. Hayes
    Pages 17-39
  4. The Nickel and Dimed Challenge

    • James Paul Gee, Elisabeth R. Hayes
    Pages 41-60
  5. A Young Girl Becomes a Designer and Goes Global

    • James Paul Gee, Elisabeth R. Hayes
    Pages 61-82
  6. How Passion Grows

    • James Paul Gee, Elisabeth R. Hayes
    Pages 83-103
  7. Passionate Affinity Groups

    • James Paul Gee, Elisabeth R. Hayes
    Pages 105-123
  8. A Young Girl and Her Vampire Stories

    • James Paul Gee, Elisabeth R. Hayes
    Pages 125-144
  9. From The Sims to Second Life

    • James Paul Gee, Elisabeth R. Hayes
    Pages 145-166
  10. What Does It All Mean?

    • James Paul Gee, Elisabeth R. Hayes
    Pages 167-184
  11. Back Matter

    Pages 185-207

About this book

The authors argue that women gamers, too often ignored as gamers, are in many respects leading the way in this trend towards design, cultural production, new learning communities, and the combination of technical proficiency with emotional and social intelligence.

Reviews

"James Paul Gee and Elisabeth R. Hayes offer us vivid portrait of women of all ages gaming beyond gaming, transforming the successful The Sims video games into a platform for their own social, creative, and intellectual lives. These women are gamers, but they are also tinkerers, community leaders, authors, programmers, and artists, and their engagement with The Sims has opened up new opportunities for them to learn and grow far beyond the classroom. Gee and Hayes are patient, informed, and insightful guides showing us how these kinds of participatory cultures might transform our understanding of education in the 21st century." - Henry Jenkins, Confronting the Challenges of a Participatory Culture: Media Education for the 21st Century

"Women and Gaming is must-read for anyone interested in the social or intellectual side of gaming - scholars, designers, players and parents alike.At long last, we have a serious treatment of the forms of social engineering or "soft modding" that women do as part of gameplay - not merely as some counterpoint to the (predominantly-male) practice of technical modding (modifying) found in gaming communities but in fact as a vital practice in its own right and a key feature of what it means to Design. Gee & Hayes have managed to treat an often-ignored topic with both depth and clarity." - Constance Steinkuehler, University of Wisconsin-Madison

About the authors

James Paul Gee is the Mary Lou Fulton Presidential Professor of Literacy Studies at the Arizona State University. He is the author of What Video Games Have to Teach Us About Learning and Literacy and Good Games and Good Learning. Elisabeth Hayes is a professor in the Division of Learning, Technology and Psychology in Education at ASU’s Graduate School of Education.

Bibliographic Information

Buy it now

Buying options

eBook USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book USD 54.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access