
This week my colleague, Mark Filipowich, wrote an article discussing how female characters serve not merely as objects in video games, but as objectives (“Searching for the Other Castle: Women as Objectives”, PopMatters, 19 February 2013). This is a topic that I have written about a few times myself (see, for example, ”Other Princesses, Other Castles: The Problem with Playing Romantically in Video Games “, PopMatters, 25 October 2011), and thus, I agree with a number of Filipowich’s observations. Near the end of the article he posits that “[g]ames are not just for teenage boys,” a fair enough assessment of the current state of video games, and then follows up with the claim that “[g]ames have never been just for teenage boys,” which is also a true statement but one that does ignore some of the cultural history surrounding the development of video games, a history that might be relevant in understanding some of the frustration that some critics feel about video games and their representations of gender.



















