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Hacking Barbie in gendered computer culture

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5279 DOING GENDER-A.qxd 21/2/09 12:35 Page 204<br />

– a violent <strong>computer</strong> game – stands for boys’ play. Such a b<strong>in</strong>ary opposition between<br />

mascul<strong>in</strong>e and fem<strong>in</strong><strong>in</strong>e is of course a social-cultural construct, conceived of differently<br />

<strong>in</strong> different <strong>culture</strong>s, historical periods, and contexts. The issue is whether girls should<br />

be encouraged to beat boys, or whether a girls-only place should be protected? The<br />

first scenario implies that girls change and ignore their different cultural <strong>in</strong>terests; the<br />

second adheres to a stereotypical <strong>Barbie</strong>fied frame and conf<strong>in</strong>es girls to a separate<br />

world. Yet, we should be careful <strong>in</strong> dismiss<strong>in</strong>g traditional girls’ <strong>in</strong>terests. Much fem<strong>in</strong>ist<br />

scholarship has been dedicated to reclaim<strong>in</strong>g and revaluat<strong>in</strong>g the disda<strong>in</strong>ed areas of<br />

‘women’s stuff’ (gossip, quilt<strong>in</strong>g, romance novels, soap operas), reveal<strong>in</strong>g <strong>in</strong>stead the<br />

unacknowledged cultural and moral politics of these practices, <strong>in</strong>clud<strong>in</strong>g subversive<br />

uses and read<strong>in</strong>gs. And this may well hold for <strong>Barbie</strong> play and <strong>Barbie</strong> gam<strong>in</strong>g too.<br />

Meanwhile, both scenarios assume games to be ‘boy’s own’, and both may result <strong>in</strong><br />

the disparag<strong>in</strong>g of girls’ <strong>in</strong>terests, which are certa<strong>in</strong>ly more diversified than either<br />

Mortal Kombat or <strong>Barbie</strong>. A third scenario, also probed by the girls’ game movement,<br />

consists of transform<strong>in</strong>g game genres towards ‘gender neutrality’. As the editors wrote<br />

<strong>in</strong> 1998:<br />

With time we expect that, by push<strong>in</strong>g at both sides of the spectrum of what games for girls<br />

might look like, a gender neutral space may open up, a space that allows multiple def<strong>in</strong>itions<br />

of both girlhood and boyhood, and multiple types of <strong>in</strong>teraction with <strong>computer</strong> games of<br />

all sorts.<br />

(Cassell and Jenk<strong>in</strong>s, 1998: 36)<br />

Ten years later, the book was updated. In Beyond <strong>Barbie</strong> and Mortal Kombat, the<br />

editors note ‘how little has changed, how much has changed, and how much needs to<br />

be done if more mean<strong>in</strong>gful changes are go<strong>in</strong>g to occur’ (Cassell and Jenk<strong>in</strong>s, 2008).<br />

Gone is the optimism about the ability of female-run start-up companies to transform<br />

the game market; they were either bought up (mostly by Mattel), or just went out of<br />

bus<strong>in</strong>ess after the dot-com bubble burst. Game stores nowadays do not have a p<strong>in</strong>k<br />

corner, there are not many girls’ games – but there are millions of girl gamers, now<br />

account<strong>in</strong>g for 30 to 40 per cent of <strong>computer</strong> gamers. Onl<strong>in</strong>e role play<strong>in</strong>g games, such<br />

as World of Warcraft and Second Life, have proved successful <strong>in</strong> attract<strong>in</strong>g female<br />

gamers. Most of all, the offl<strong>in</strong>e ‘real life simulation’ game The Sims attracts girls<br />

and women – more than half of its players are female. The Sims ‘shares many of the<br />

traits of the girls’ game movement without call<strong>in</strong>g attention to them as such’ (Jenk<strong>in</strong>s,<br />

2001). Particularly <strong>in</strong>terest<strong>in</strong>g is that The Sims thrives on a dedicated fan community,<br />

which creates and distributes user-generated content <strong>in</strong> the form of so-called ‘mods’<br />

(modifications) and ‘cheats’ (work arounds) for the re-appropriation of characters,<br />

environments, and rule sets. F<strong>in</strong>ally, girls seem to be overtly hack<strong>in</strong>g their dolls, toys,<br />

and tools. But there is also bad news. Dur<strong>in</strong>g the last ten years there has been no growth<br />

<strong>in</strong> the number of women work<strong>in</strong>g <strong>in</strong> the game <strong>in</strong>dustry, and the total number of women<br />

<strong>in</strong> <strong>computer</strong> science and jobs had cont<strong>in</strong>ued to decrease. Girls may be play<strong>in</strong>g and<br />

t<strong>in</strong>ker<strong>in</strong>g around more with <strong>computer</strong>s, but this is not converted <strong>in</strong>to <strong>computer</strong> job<br />

participation.<br />

204 • Marianne van den Boomen

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