Volume 1
Issue 1
16 March 1998

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

Her Interactive

Her Interactive, a girls' software publisher, began with a title which offered no break from gender stereotypes: "McKenzie & Co." In this program, "girls interact with cool friends and, along the way, make important decisions relating to their social lives (including dating, slumber parties and the prom), and they also learn to find the balance between school work and family responsibilities." (Her "McKenzie")The storyline revolves around the girls deciding to pool their money to buy a Geo Tracker and provides "an opportunity for players to create their own wardrobe; and access to make-up for creating just the right look." (Her "McKenzie") While some girls might find this game fun, it clearly promotoes stereotypes of girls: it makes it appear that girls only care about dating, makeup, and clothes.

McKenzie & Co.

Since then, however, the company published the title "Vampire Diaries," a mystery adventure in which a female high school student must find out why the children in town are falling ill, and now has a game based on the popular "Nancy Drew Mysteries" on the horizon.

"Nancy Drew: Secrets Can Kill" promises that it will "challeng[e] girls to solve a murder as they role-play the part of their favorite teenage sleuth, Nancy Drew." (Her "Game") Her Interactive describes its "game philosophy" by contrasting boys' desire to "eliminate opponents in a brutally violent confrontation" with girls' desires for "a compelling story and characters that she can interact with in a way that is not predetermined." (Her "Game") To serve that end, the publisher promises that "Nancy Drew" will let girls "interact with a wonderfully complex cast of characters to help them find challenging clues to solve the mystery" and that "[u]sing their powers of deduction and sharp minds for detail, female players can use their skills to identify the murderer in the circle of suspects." (Her "Game")

These later additions to Her's product line hold out hope for the future of girls' games: if "Nancy Drew" accomplishes the goals Her has set out for it, perhaps more game publishers will follow suit, providing intelligent, non-stereotypical fun for girls.

Introduction | Gender Inequalities in Education | Gender, Computing, and Kids | The Gender Gap in the Computing Field | Apple Classrooms of Tomorrow | Whitmore HS: Part One | Whitmore HS: Part Two | 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

Date Last Modified: 3/15/98
© 1998 Huang, Ring, Toich, Torres. All rights reserved.