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Video games may be so ubiquitous, that key questions go unasked. Currently, about 35 million US homes own a console game system?what this means, of course, is that between thirty and forty percent of US homes own a video game console, with another ten to twenty percent either renting a console, or sharing with neighbors. Video games are business; big business. Ten years ago, the total amount spent on console and PC games tighter was $5.8 billion. Henry Jenkins, professor at MIT, published a book titled From Barbie to Mortal Kombat: Gender and Computer Games. His goal was to start a conversation about gender, but he complains about the way his observations were taken. Then, the story comes out and there?s a long section discussing one or another of a seemingly endless string of anti-popular culture critics and then a few short comments by me rebutting what they said.? So what did he say? The volume Jenkins edited points out that, since video game consoles seem socialize boys into hatred of women and exclude girls from exercising agency, the ?girls? games? movement is an intriguing alliance between feminist activists and industry leaders. Contributors to the edited volume include media and technology scholars, educators, psychologists, game developers, and girl gamers. What draws them together is that, while other forms of gender difference are well institutionalized, personal computers and digital media are comparatively recent innovations. Computers are a new technology that is seen as key to benefits in the worlds of education and work. Given the ubiquity of similar technologies in contemporary universities and offices, Justine Cassell and Henry Jenkins out that ?the game console may represent the technological equivalent of a ?head-start? program, preparing children for participation in the digital realm, and yet at the same time potentially socializing boys into misogyny and excluding girls from all but the most objectified of social positions.? As they describe it, the ?girls? games? movement is doubly-indebted to institutional feminism?that wants to influence the ?gendering? of digital technology?and industry leaders?who want to develop markets for their games among girls. As well as querying gender, the volume?s editors are also careful to specify what they mean in terms of gaming. Console games are those that are played on a television set with a converter box; PC games, on the other hand are loaded into and booted up much like any other software; and both share common origin in electronic arcade games.
Vuctor Nunn writes about http://www.videogamesbox.com, http://www.videogamesbox.com/Coupons/Spilsbury.com.html and http://www.videogamesbox.com/Coupons/GameFly.html
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