posted on 2024-07-13, 11:17authored byStephanie Harkin
This thesis unpacks a growing trend in videogames where girlhood perspectives and coming-of-age themes are increasingly featured. The term Girlhood Games is coined to describe games with girl protagonists facing identity trials. I uncover a forgotten history of girls’ gaming cultures and past Girlhood Games. I consider the transformative potential of contemporary Girlhood Games by theorising them as liminal, fictional spaces for players to perform and experiment with various forms of resistance and identity. Girlhood theory and coming-of-age structures are introduced to the ludic systems of play, offering a set of analytical tools to better understand both videogames and girlhood.
History
Thesis type
Thesis (PhD)
Thesis note
A thesis submitted in fulfilment of the requirements for the Degree of Doctor of Philosophy, School of Social Sciences, Media, Film, and Education, Swinburne University of Technology, Melbourne, Australia, 2022.