Confessions of an Aca-Fan by Henry Jenkins

Girls, Gaming, and Gender: An Interview with Game Designer and Researcher Jennifer Jenson (Part One)

A few weeks ago, I received an email from Mindy Faber, the co-organizer of The 3G Summit: The Future of Girls, Gaming and Gender which she described to me as "a visionary 4-day initiative that brings 50 urban teenage girls together with five leading women game designers and scholars for intensive dialogue, inquiry, game-play, and mentorship. It is organized by Open Youth Networks, Interactive Arts and Media and The Institute for Study of Women and Gender in Arts and Media at Columbia College." The designers involved with the event look like a who's who of women who have been doing cutting edge thinking about gender and games and who have also been demonstrating the potentials for developing alternative models of game and play (including two associated with the University of Southern California):


  • Mary Flanagan (artist and scholar, author of Critical Play)

  • Tracy Fullerton (game designer, educator and writer; Cloud; "flOW; "The Night Journey"

  • Jennifer Jenson (scholar of gender and technology, York University)

  • Susana Ruiz (independent game designer Darfur is Dying and Finding Zoe)

  • Erin Robinson, Indie Game Designer PuzzleBots and Nanobots

  • As Faber explained:

    Because the five women use such different approaches to game design, there is no uniform curriculum or pedagogy. Each of the five teams, consisting of ten girls, one near peer and another woman game facilitator will undoubtedly produce some surprising and intriguing game concepts that are likely to challenge many assumptions we have about what girls like to play. Important to the process is that we do not impose on the girls what types of games they should make or on what platform. Rather we want to remove obstacles that say "you can't do this "or "only this is a real game" and release their imaginations.

    I am proud to have made an early contribution to the research in this area through From Barbie to Mortal Kombat: Gender and Computer Games, which I co-edited with Justine Cassell, now at Northwestern University. More recently, the MIT Press has published a follow up book, Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming. I interviewed the editors of that book, Yasmin B. Kafai, Carrie Heeter, and Jill Denner here on the blog when it was first published. The shift from "games" in the original collection to "gaming" in the follow up volume says a lot about the shift from a focus on games as programs to the focus on the process and contexts through which play takes place in and around games.

    It was exciting for me to see this project, not only exploring these questions, but applying our emerging understanding of gender and games to help make a difference for a group of young women. There is still such a burning need for women in the games industry and in computer science more generally.

    I had a chance to interview York University's Jennifer Jenson, one of the designers participating in the 3G Summit, both about the event and her perspective on gender and games. Both on her own and through her collaborations with Suzanne de Castell, Jenson has been doing some of the most theoretically sophisticated and conceptually advanced research in this space -- especially through introducing perspectives from performance theory to challenge some of the first generation of researchers' and the industry's assumptions about how gender impacted children's play with computer and video games. The interview will appear in this post and a follow-up piece later this week.


    Tell us about this forthcoming workshop which you and other female/feminist designers are conducting. What do you hope to achieve? What kinds of researchers do you hope to work with?

    One of the primary goals of the workshop is to put the tools for game design development and production in the hands of girls, with near peer and other structured support in an effort to encourage them to see themselves potentially in those roles in future. It continues to be the case that the numbers of women in the games industry compared to men is shockingly low (somewhere around 10%) with most of those positions being in human resources. Not only are women under-represented in the games industry, but they are also underrepresented, and have been for nearly 25 years in fields like computer science and engineering. So a workshop like 3G Summit is an invaluable opportunity for girls at this age to begin to imagine that they might want to do something like this in the future.


    Is the goal of this boot camp to impact games research, game design, or both?

    My understanding of the boot camp is that it is meant to both impact game design and game research. And as an educator and someone who has worked with girls and women to support their enjoying the pleasures as well as the uses of new technologies since my PhD work, which is now getting on to be nearly 2 decades, and it has also meant, I hope, to impact on the girls themselves. In fact, for me, that would be the number one goal! On the first point, it is a high concentration of girls working with 5 mentors and other near peer mentors to construct games that are meaningful to them, and that can't help but make ripples in terms of game design. I am thinking of it in terms of having a mini-incubator of concentrated talent and raw enthusiasm that can't help but produce very interesting results. In terms of a research agenda, I think this will contribute to growing body of work that examines young people's production of digital games, which has been around for quite a while now -- many have been working for example, for sometime now with kids and game production, work that started to emerge in the late 1980s and early 1990's, which saw very early on the positive critical thinking and learning skills that could be developed when young people see their roles as producers, not just consumers of games. In this changed landscape of production, of as you have written, a 'participatory culture' in which individual consumers can take up productive roles in the creation of media, including games, it is critical that girls see themselves in these roles, and especially in relation and in this case, girls seeing themselves as producers of games. And as people who can make a real difference in the kinds of games being made -- which really do need some new inputs, new value bases, and new ideas to get beyond the persistently profit-driven design choices that commercial game companies (no surprise, of course) have made and continue to make. Games can do a LOT more, and do it a lot better than what we have so far seen, not just for girls, but for everyone.

    As you've noted, researchers have been examining gender and games since at least the early 1980s. What has shifted over this time in terms of actual women's relationship to games and how have these shifts been reflected in the research being produced?


    With this question I'd like to start with the fact that most often when people write, think, and do research on "gender and games" what they are really talking about is girls/women and games -- what we don't have so much to date is a notion of how things might have shifted for boys/men. Recently, Lawrence Katz, a labor economist, speculated that one reason the crime rate in the U.S. might have so significantly dropped, despite the economic recession was that video games had been keeping "the young and idle" busy, and I think that is a provocative starting point for a current study of players in this case, primarily male, as women commit violent crimes at rates much lower than men. The reason why I began here is that much of 'gender and gameplay' research has indeed focused on women and girls and gameplay, and we know a bit more about their play and how things have changed over the last 30 years. We know, for example, that at least in terms of self-reporting more women and girls are playing games than they once did in the past -- the Entertainment Software Review Board, for example. Of course we also know that the kinds of games being played by women, how frequently and how long they play for matters enormously, yet the ESRB and other studies seem disinclined to pay much attention to this -- what we call "raising gender only in order to dismiss it as a problem".

    In your writing, you suggest that much current work on gender and games falls into a series of "gender traps," which replicate hegemonic assumptions about gender rather than critique them. What are some of these "gender traps" and what advice would you offer to researchers who want to think around them?


    Hmmm..., I'd say again these two things: Trap #1 Gender = Sex further means just women/girls and Trap #2 raising the 'issue' of gender simply in order to dismiss it as any kind of serious challenge or problem.


    You have challenged the common claim that girls do not like competition and prefer cooperation within their game play. On what grounds?


    On the BASIS of 6 years of grounded, video-based ethnographic fieldwork with games in which we have observed girls and boys and their gameplay over at least a year, and sometimes two or three years on a weekly basis. In that work, we have seen girls perform and enact what can only be called "competition" -- and this ranges from friendly barbs like "you're going to die" to much more aggressive enactments, including bumping of controllers to throw another gamer off course, active 'trash talking', intense pleasure demonstrated when someone wins, and so on. When we compare these kinds of play to the play of boys from the same community and the same place, we see the same kinds of competition. The important thing here to note is that all too often in studies of girls playing games, past research has not systematically looked at the difference between novice and expert play. This has resulted in mistaking "facts about how girls play" with facts about how novices play. In our work (I work quite closely with Suzanne de Castell at Simon Fraser University) we have been able to show that once we 'level up' the girls and they become more expert their play looks very much like the boys: engaged, competitive, and mainly just having fun.

    Dr. Jennifer Jenson is Associate Professor of Pedagogy and Technology in the Faculty of Education, York University, Toronto, Canada. She has published on gender, technology and digital games and games and education, among other topics. She also, with a team of folks, including Suzanne de Castell, designs games for education -- recent titles include: Contagion, Tafelmusik: The Quest for Arundo Donax, and Epidemic: Self Care for Crisis. In addition to a strong penchant for Victorian fiction, her favorite game at the moment is Wario Ware DIY.

    Comments

    • bella rowsen
      Having said that good list but we need the collected Century 21 Broker Properti Jual Beli Sewa Rumah Indonesia Shakespeare on there! And since SFnal type works like Peake and even Ballard are on there, its unforgivable that Gene Wolfe's Sun books are not on there, bulk sms books better and more literate and carefully constructed than 228 of the other books on here I have read. Thank God Tristram Shandy is there, and Mishima, sms gateway but Wolfe really really has to be there if such curmudgeonly unimpressive speculative porn fiction like Crash is.
    • James Jenson is a great person.Thanks for this wonderful post. Mortal Kombat was indeed, my favorite game.
    • Joana Alexandra
      There are some lenders Jual Rumah di Jakarta that will as well look at your job history and make up your mind based on this but in many instances it will be based on on your credit score. Thanks for making the honest Pakaian Anak-Anak effort to speak about this. I feel very sturdy about it and would like to learn more. I cannot run without my watch Jual Beli Mobil Bekas and gum. I just started wearing hats on runs and I really like the feeling of it. It offers a nice individual twist on Rumah Dijual things. I guess having something authentic or substantial to post about is the most important factor.
    • painkiller
      very interesting article, this is very helpful to Century 21 Broker Properti Jual Beli Sewa Rumah Indonesia even anyone who read it. I hope the future will be more advanced and is good for this site
    • painkiller
      very interesting article, this is very helpful to Century 21 Broker Properti Jual Beli Sewa Rumah Indonesia even anyone who read it. I hope the future will be more advanced and is good for this site
    • milagan
      I have a blog based on the same subjects you discuss and would really like to have you share some stories/information. I know my viewers would enjoy your work. If you're even remotely interested, feel free to send me an e mail.
      garment accessories

    • MRMILL
      The article has really peaks my interest. I am going to bookmark your web site and hold checking for brand new information.
      Carbon Steels
    • biomass fuel hey thanks, its just
    • jackeou
      Interesting article, thanks for that:Interesting article, thanks for that
    • ngebala
      Studying mobil bekas di jakarta this information So i happy to show that I have an incredibly just right uncanny feeling I found out just what I needed.
    • Thank you for you share I will come back
    • Jklove5656
      Your site is good Actually, i have seen your post and That was very informative and very entertaining for me. Thanks for posting Really Such Things. I should recommend your site to my friends. Cheers.
    • Dan
      My wife use to play lots of strategy games when we were friends. In fact, I'm sure she'd love to do that these days as well, but she doesn't have that much time at her disposal. A dude
    • I will follow your tips... it is really educational... Thanks!

      certified Chinese translation
    • MRMILL

      Very happy to see your article, I very much to like and agree with your point of view.
      Prepainted Steel
    • nowadays it is not a difference between girls and boy... games are for everyone. It is great for woman to play
    • meonglanang95
      One thing I have noticed is that [url=http://www.bejubel.com/257657/...]Jual Rumah Murah[/url]there are plenty of myths regarding the lenders intentions whenever talking about foreclosure.
    • meonglanang95
      The financial institution wants http://www.bejubel.com/sell/13... your hard earned money, not the house.
    • StephenWilliams
      My guess is that girls are more vindictive when they are playing than boys but in more subtle ways. Buy Tools Whereas boys are more vocal but don't dwell as long on loses.
    • amazing article... you have excellent writing skills... I am in the game industry and i know how many issues are here. y8
    • seokutil
      A very good and informative article indeed.It helps me a lot to enhance my knowledge more, high CPC her in place.It helps me a lot to enhance my knowledge more, bulk sms Neville spat available a number of Adira Asuransi Kendaraan Terbaik Indonesia foam that's with their teeth, as well as bought their wand to help Ron as a signal in which mulberry daria hobo bags he or she got clearly claimed. A very good and informative article indeed.It helps me a lot to enhance my knowledge more, ads network Thank you and wish you a nice day. Good Luck!
    • hamsterjakarta
      though girl like to play games and they tend to have pets at their home just like hamster. Do they show their aggressive towards the animal?
    • Zycity85
      Thanks for your blog.Video is very clear. I enjoy it.pellet mill materials
    • Thanks for the information on media change. Change has a way of sneaking up on all of us and it has happened before we notice it. The shorter time seems to be a key element.
    • JohnMeadow
      It may just be a regional thing but far fewer girls spend their time on games than boys where I am. The boys seem to be far more competitive too. survival supplies
    • sigit maulana
      This is my first time i visit here. I found so many interesting stuff in your blog, especially its discussion last minute deals holidays. From the tons of comments on your articles.
    • John Hanery
      The mortgage interest rates are so low that refinance mortgage is still considered to be an alluring option for majority of the homeowners. In 2010, themortgage interest rates were so low that many people have already got their refinance mortgage in order to make the home loan payments affordable. Till now, the mortgage interest rates are so low that refinance mortgageis still considered to be an alluring option for majority of the homeowners. Moreover, with the negative moves in the stock market this August has made it more obvious for...
    blog comments powered by Disqus

Henry Jenkins is the Provost's Professor of Communications, Journalism, and Cinematic Art at the University of Southern California. Until recently, he served as the co-founder of the Comparative Media Studies Program at the Massachusetts Institute of Technology. More about Henry Jenkins is available here.