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The Sims as a Catalyst for Girls’ IT learning

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Abstract

This paper describes how The Sims was used as a starting point for developing girls’ interests in and capabilities with information technology. One girl’s learning trajectory is used to illustrate how the game served as a catalyst for fostering her passion for computing, engaged her in sustained, proactive learning, and changed her view of computing as a potential career choice. The role of public recognition, fan communities, and changing family ecologies for IT learning are discussed. The paper ends with identification of several strategies for further use of games for girls’ IT learning.

Keywords

gender, computer games, The Sims

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Author Biography

Elisabeth Hayes

Professor of English