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	<title>The Following Phrases &#187; gender</title>
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	<description>video games, culture, and theory</description>
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		<title>DiGRA 2009 &amp; Diner Dash</title>
		<link>http://thefollowingphrases.com/digra-2009-diner-dash/</link>
		<comments>http://thefollowingphrases.com/digra-2009-diner-dash/#comments</comments>
		<pubDate>Wed, 09 Sep 2009 16:20:26 +0000</pubDate>
		<dc:creator>braxton</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[casual games]]></category>
		<category><![CDATA[dissertation]]></category>
		<category><![CDATA[game studies]]></category>
		<category><![CDATA[gender]]></category>
		<category><![CDATA[media studies]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://thefollowingphrases.com/?p=267</guid>
		<description><![CDATA[I returned from London a few days ago where I was attending the Digital Games Research Association Conference. It was a nice time, meeting new folks and sampling the current state of &#8220;Game Studies.&#8221; I presented a paper on Diner Dash and casual games&#8211;spending most of my time engaged in a close reading of the [...]]]></description>
			<content:encoded><![CDATA[<p>I returned from London a few days ago where I was attending the Digital Games Research Association Conference. It was a nice time, meeting new folks and sampling the current state of &#8220;Game Studies.&#8221; I presented a paper on Diner Dash and casual games&#8211;spending most of my time engaged in a close reading of the narrative/visual representations of the game as they apply to gameplay. I was pleasantly surprised to hear an excellent video presentation by <a href="http://www.shiraland.com/">Shira Chess</a> on Diner Dash that investigated many similar issues as the dissertation chapter I have been working on! It&#8217;s exciting to see that other people are researching time management games such as Diner Dash from a feminist perspective, and especially in terms of (some) time management games emerging as a genre particularly addressed to women. Shira did a fantastic job of analyzing the relationship between productivity and the breakdown of the boundaries between work &amp; play, especially concerning differences in leisure time between men and women and the &#8220;emotional labor&#8221; which is subtly (but not so subtly!) ingrained within the gameplay of Diner Dash. Anyway, lots to think about after seeing her presentation.  Although I haven&#8217;t read her paper (and thus the following is only extracted from seeing her presentation), it seemed that we were interested in a similar dynamic contained within Diner Dash&#8211;where positive and progressive elements in the gametext are intermixed with more suspect elements which draw on conventional (and stereotypical) notions of women&#8217;s labor. In my chapter I examine the production of desire for social change within the game while analyzing the simultaneous management of such desire, channeling it back into the status quo where the &#8220;social change&#8221; is seemingly diffused. Such a strategy, of course, follows other examinations of popular culture, for example, in Jameson&#8217;s &#8220;Reification and Utopia in Mass Culture&#8221; and then in the work of Tanya Modleski on romance novels, soap operas, etc.. In any event, I think the genre of time management games such as Diner Dash (and the unbelievable number of sequels and clones that game has helped generate) is an excellent source for analyzing the relationship between women and games.   One benefit of discussing these games as an emergent women&#8217;s video game genre would be to focus on actual games that women like to play. As has been noted by some prominent feminist scholars of game studies, there seems to be a lack of textual and ethnographic analysis of games that women enjoy playing.   Another benefit, I think, would be the ability to draw connections between these games and older genres such as television soap operas. There is a tendency in game studies&#8211;sometimes frustrating&#8211;to state that video games are completely different from film or television; or, to say that while there are similarities between the different media forms, game studies should be focused only on the differences (which are held up as the &#8220;most interesting&#8221; aspect of video games). While I agree that a focus on &#8220;medium specificity&#8221; can be fruitful and generative, I also think that we should not simply abandon an amazing amount of sophisticated work on media forms such as television and film. Of course, one must not simply and unreflectively port the older work into a new field, but ignoring the older work would be an unfortunate mistake. (Incidentally, this was a complaint in Richard Bartle&#8217;s keynote address where he expressed dismay that people working on virtual worlds and MMOs today were ignoring early research on the subject.) For example, in terms of Diner Dash and time management games, Tanya Modleski&#8217;s essay &#8220;The Rhythms of Reception: Daytime Television and Women&#8217;s Work&#8221; is a valuable resource for seeing how a previous televisual <em>form</em> (i.e. soap operas and game shows) coupled with the temporal <em>form</em> of women&#8217;s work within the home. Casual, time management games also enact a similar coupling in terms of the leisure time of many contemporary women; while soap operas address women in a particular spatial location (the home), casual games address individuals (especially women) in temporal locations. That is, casual games do not necessarily address people within particular spaces because they can be played in a variety of locations&#8211;at home, in the office, on the train or bus, in the park outside, etc.. Yet, the play of casual games is linked to the &#8220;temporal spaces&#8221; of fragmented leisure that are snatched from one&#8217;s busy day&#8211;thus fitting into the contemporary, temporal reality of many women. (Many studies have shown how women&#8217;s leisure time is more fragmented, harried, interrupted, etc. than men&#8217;s more uncontaminated leisure.) Anyway, my point being that this earlier work on soaps can help to illuminate the &#8220;Rhythms of Reception of Casual Games.&#8221; Here, media forms (video games, television, etc.) are conditioned by social forces; the structures of these forms are determined by larger economic/social forces which often extend forms of gendered domination. Unpacking both the gameplay and representational elements of time management games addressed to women will reveal how these games are navigating these social determinants.</p>
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