ART EDUCATION participation

PRECURSORS

GAMING TECHNOLOGY

FEMINIST PEDAGOGY

COLLABORATIVE ART

CYBERFEMINIST ARTISTS

GAMING TECHNOLOGY:

Feminists are active in cyberspace by networking with all the features: email, listservs, real-time chats, and have changed the categorizations to include diverse women’s perspectives and needs in finding information on the Net. We have created sites, presented our views, created resources, and politicized cyberspace by using its communication features. Feminists are active participants shaping cyberspace—but there are still inequalities in digital culture at high levels of societal influence, i.e., virtual worlds, especially the gaming industry. Typically, to create a digital game, it costs $2 million, takes three years, and requires about 12 people to build. It is not an easy endeavor to produce a computer game. However, it is area in cyberspace that is in great need of feminist involvement to create feminist virtual worlds in the enticing guise of computer games. Games can be created with software programs: SQUEAK, GameMaker, Alice, Ethos, Flash, StageCast, StarLogo, and MicroWorlds. Machinima is a way to make an animated story during one’s play using a plug into the game engine, which can be recorded to share with others. Some, using open source coding (e.g., OpenGL code) that is distributed in online gaming communities, change the software tools of the game engine.