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Introduction
Gender
Inequalities in Education
Gender,
Computing, and Kids
The
Gender Gap in the Computing Field
Apple
Classrooms of Tomorrow
Whitmore
High School: A Case Study of Computer Usage
Boys
Muscle Girls Out
Girls
Need Space
Bennet
School
Computer
Projects for Mother and Daughter
Expanding
Your Horizons in Math and Science
Computers
and Technology: Differences In Gender
Gender
Bias In Educational Software
Educational
Software For Girls
Computers
In the Classroom: What is the Effect on the Gender
Gap?
Beyond
Equal Access
Last
Words
About
the Authors
References
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Purple
Moon: Thanks but No Thanks for Rockett's New
School
In regard to promoting girls' interest in
computers, the founders of Purple
Moon seem to have their hearts in the right place,
but their software for girls does more harm than good.
Purple Moon is ostensibly dedicated to "providing
meaningful entertainment experiences for girls" through
the development of software specifically for girls.
Brenda Laurel, a researcher at Interval Corporation, led
an effort that spanned multiple years and millions of
dollars researching how girls play and what they want out
of games. They concluded that girls compete differently
and play differently than boys but that girls do want to
play games on the computer. Accordingly, they have
created the games Rockett's New School, Rockett's Tricky
Decision (the sequel), and Secret Paths. In the case of
the Rockett series, Purple Moon does not only perpetuate
the stereotype that girls are only interested in boys,
clothes, and being popular, but also perpetuates other
stereotypes such as the snobby popular blond girl and the
smart Asian with glasses.
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Rockett wails, "It's only the
first day and already I'm blowing it
fashion-wise!"
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Most of the problems with the game stem from the
actual gameplay, however. The game begins (and proceeds)
like this: you watch an animation for a few minutes and
then a screen pops up with three little pictures of
Rockett, the main character, in several different
attitudes and with several different options for action.
You can make Rockett act over-confident and brassy,
confident and nice, or shy. Generally, the act confident
and nice choice seems to work best. By rewarding with
positive game feedback a particular personality that the
designers happen to deem "best" for girls, the game is
attempting to teach girls the "right" way to act, or at
least, the way to become popular. In one scene in the
game, Rockett is nearly in tears because some girl at
school is wearing the same outfit as she. "It's only the
first day and already I'm blowing it fashion-wise!", she
wails. Not only does this encourage triviality and
superficiality in girls, it perpetuates girls'
insecurities about their looks. Furthermore, the game is
extremely reactive so that girls are at the mercy of the
designers' view of Rockett's life and progress. The only
proactive actions that Rockett can take are to open up
other students' lockers and read what they say about her.
Not only does this imply that girls are sneaks, but it
also encourages girls to worry about what other people
think of them, and even more strongly establishes the
tendency of middle-school girls to play cruel games and
exercise power over other girls. Rockett's New School
will probably make Purple Moon a lot of money, not
because it has suddenly sparked girls' interest in
computers -- but because it capitalizes on girls' fears
about middle school and adolescence.
Some of the characters in Rockett's New School. Notice
the ethnic stereotyping, particularly in the character
Miko.
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