Skip to main content

Gender Matters: Literacy, Learning, and Gaming in One American Family

  • Chapter
Gaming Lives in the Twenty-First Century

Abstract

In his book What Video Games Teach Us about Literacy James Paul Gee (2003) focuses on video games as a semiotic domain, which he defines as “any set of practices that recruits one or more modalities (e.g., oral or written language, images, equations, symbols, sounds, gestures, graphs, artifacts, etc.) to communicate distinctive types of meaning” (p. 18). By thinking about video games as a semiotic domain, Gee (2003) focuses our attention on a practice that is of increasing importance and centrality to many literacy learners’ lives, arguing that “people need to be able to learn to be literate in new semiotic domains throughout their lives. If our modern, global, high-tech, and science-driven world does anything, it certainly gives rise to new semiotic domains and transforms old ones at an ever faster rate” (p. 19). As a parent of video game-playing children as well as a writing researcher and teacher, I believe Gee (2003) is right when he argues that good video games “operate with—that is, they build into their designs and encourage—good principles of learning, principles that are better than those in many of our skill-and-drill, back-to-basics, test-them-until-they-drop schools” (p. 205) (which is not to say that all video games do this—Gee carefully points out that his claims are about good video games). Gee offers a validation for what children know and experience outside formal educational settings, evidence of the need for thinking about the relationship between nonacademic and academic lives, and a strong articulation of how media shape literacy experiences now.2 But as a parent of female video gamers, I found myself thinking about the meaningful and significant ways gender is intimately tied to learning (Gilligan, 1983), literacy (Finders, 1997), and video games (see below). Gee (2003) acknowledges this connection: “Two issues have taken up the vast majority of writing about video games: violence (i.e., shooting and killing in games, depictions of violence) and gender (i.e., whether and how much girls play, whether and how video games depict women poorly).

Learning involves mastering, at some level, semiotic domains, and being able to participate, at some level, in the affinity group or groups connected to them.

(Gee, 2003, p. 207)1

I asked some of the girls if they play video games and why they were not participating. Every girl I asked said they did play video games at home and that they did not participate in electronics day mostly because the boys were too competitive and said things to them like, “You don’t know how to play,” “Let me do that hard part for you,” This is a boy thing,” “Only boys can play.”

(Meghan Huot)

Some guys just assume the girls don’t want to play—i experienced that last year when i was at a guy’s house with 2 guys and they played some of the old old games on the first nintendo system and didn’t even invite me to play, when those are some of my favorite games.

(Emily Huot)

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

eBook
USD 16.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 16.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  • About ESRB. (n.d.). Entertainment Software Rating Board. Retrieved June 24, 2005, from http://www.esrb.org/about.asp

  • Cassell, Justine, & Jenkins, Henry (Eds.). (1998). From Barbie to Mortal Kombat: Gender and computer games. Cambridge: MIT Press.

    Google Scholar 

  • Children Now. (2000). Fair play? Violence, gender, and race in video games. Retrieved June 24, 2005, from http://www.childrennow.org/newsroom/news-00/pr-12-12-00.htm

    Google Scholar 

  • Computer gaming timeline: 1889–2002. Digiplay Initiative: Research into Computer Gamers and the Industry They Are Part of. Retrieved June 24, 2005, from http://www.digiplay.org.uk/index2.php

  • Finders, Margaret. (1997). Just girls: Hidden literacies and life in junior high. New York: Teacher’s College Press.

    Google Scholar 

  • Gee, James Paul. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.

    Google Scholar 

  • Gilligan, Carol. (1983). In a different voice. Psychological theory and women’s development. Cambridge, MA: Harvard University Press.

    Google Scholar 

  • Grisso, Ashley D., & Weiss, David. (2005). What are gURLs talking about? Adolescent girls’ construction of sexual identity on gURL.com. In Sharon R. Mazzarella (Ed.), Girl wide web: Girls, the Internet, and the negotiation of identity. (pp. 31–49 ). New York: Peter Lang.

    Google Scholar 

  • Haddon, Leslie. (1992). Explaining ICT consumption: The case of the home computer. In Roger Silverstone & Eric Hirsch (Eds.), Consuming technologies: Media and information in domestic spaces (pp. 82–96 ). London: Routledge.

    Chapter  Google Scholar 

  • Herbst, Claudia. (2004). Lara’s lethal and loaded mission: Transposing reproduction and destruction. In Sherrie A. Inness (Ed.), Action chicks: New images of tough women in popular culture (pp. 21–45 ). New York: Palgrave.

    Chapter  Google Scholar 

  • Herman, Leonard, Horwitz, Jer, Kent, Steve, & Miller, Skyler. The history of video games. In Gamespot. Retrieved June 24, 2005, from http://www.gamespot.com/gamespot/features/video/hov/index.html

  • Jenkins, Henry. (2001). From Barbie to Mortal Kombat: Further reflections. Retrieved 24 June 2005 from http://culturalpolicy.uchicago.edu/conf2001/papers/jenkins.html.

  • Kubey, Robert, & Larson, Reed. (1990). The use and experience of the new video media among children and young adolescents. Communication Research, 17, 107–130

    Article  Google Scholar 

  • Kudler, Amanda. Timeline: Video games. Infoplease. Retrieved June 24, 2005, from http://www.infoplease.com/spot/gamestimeline1.html

  • McNamee, Sara. (1998). Youth, gender, and video games: Power and control in the home. In Tracey Skelton & Gill Valentine (Eds.), Cool places: Geographies of youth culture (pp. 195–206 ). New York: Routledge.

    Google Scholar 

  • Provenzo, Eugene. (1991). Video kids: Making sense of nintendo. Cambridge, MA: Harvard University Press.

    Book  Google Scholar 

  • Researchers find gender differences in kids’ video use. Media Literacy Review. Retrieved June 24, 2005, from http://interact.uoregon.edu/MediaLit/mlr/readings/articles/gender.html

  • Subrahmanyam, Kaverip, & Greenfield, Patricia. (1998). Computer games for girls: What makes them play? In Justine Cassell & Henry Jenkins (Eds.), From Barbie to Mortal Kombat: Gender and computer games (pp. 46–71 ). Cambridge: MIT Press.

    Google Scholar 

  • Subrahmanyam, Kaverip, Kraut, Robert E., Greenfield, Patricia, & Gross, Elisheva. (2000). The impact of home computer use on children’s activities and development. In Richard Behrman (Ed.), The Future of Children: Children and Computer Technology, 10, 127.

    Google Scholar 

  • Takayoshi, Pamela, Huot, Emily, & Huot, Meghan. (1999). No boys allowed: The world wide web as a clubhouse for girls. Computers and Composition, 16, 89–106.

    Article  Google Scholar 

  • Vygotsky, Lev. (1978). Mind in society: The development of higher psychological processes. Cambridge, MA: Harvard University Press.

    Google Scholar 

Download references

Authors

Editor information

Editors and Affiliations

Copyright information

© 2007 Cynthia L. Selfe and Gail E. Hawisher

About this chapter

Cite this chapter

Takayoshi, P. (2007). Gender Matters: Literacy, Learning, and Gaming in One American Family. In: Selfe, C.L., Hawisher, G.E., Van Ittersum, D. (eds) Gaming Lives in the Twenty-First Century. Palgrave Macmillan, New York. https://doi.org/10.1057/9780230601765_14

Download citation

Publish with us

Policies and ethics