Emergent practices in young people's digital media usage can drive technological innovation while also creating unexpected learning experiences and social interactions. The book explores how these developments influence both individual growth and broader societal changes, highlighting the dual nature of technology as a catalyst for creativity and a source of unforeseen challenges.
The intersection of girls and computer games highlights the need to challenge the stereotypes prevalent in toy aisles. While many parents express concern over video games' impact on children, these consoles can prepare kids for the digital world. However, they often perpetuate misogyny and limit girls to objectified roles. The emerging "girls' games" movement seeks to address these issues through a unique collaboration between feminist activists aiming to transform the gendering of digital technology and industry leaders eager to tap into the girls' market. Contributors explore how gender assumptions influence the design, development, and marketing of games, advocating for strategies to combat the stereotypes that dominate the industry. The diverse array of voices includes media and technology scholars, educators, psychologists, game developers, industry insiders, and girl gamers, all contributing to a rich dialogue on the subject. Their insights delve into the current gaming landscape and propose ways to create more inclusive and empowering gaming experiences for girls. This collective effort aims to reshape the narrative around girls and gaming, fostering a more equitable digital environment.