GENDER AND GAMING Publications
Heeter, C. (in press). Femininity. In Perron, B. and Wolf, M. (Eds) The Routledge Companion to Video Game Studies.
Heeter, C. (2009). investiGaming: A curated bibliography of research on gender and gaming for academic researchers, game design educators, and game industry professionals(funded by the National Science Foundation).
Winn, J., & Heeter, C. (2009) Gaming, gender, and time: Who makes time to play? Sex Roles, 61, 1-13.
Heeter, C., Egidio, R., Mishra, P., Winn, B. and Winn, J. (2009). Alien Games: Do girls prefer games designed by girls? Games and Culture, Vol. 4, No. 1, January.
Heeter, C. (2008). “Gender Studies and Feminism,” in Perron, B. and Wolf, M., eds., THE VIDEO GAME THEORY READER 2, Routledge, Inc.
Heeter, C., Winn, B. (2008) “Implications of Gender, Player Type and Learning Strategies for the Design of Games for Learning,” in Beyond Barbie to Mortal Combat: New perspectives on gender and gaming. MIT Press, Cambridge, MA.
Kafai, Y., Heeter, C., Denner, J. and Sun, J. Eds. (2008). Beyond Barbie to Mortal Combat: New perspectives on gender and gaming. MIT Press, Cambridge, MA.
Heeter, C., Winn, B., and Greene, D. “Theories Meet Realities: Designing a learning game for girls,” conference proceedings of the DUX 2005 Conference on Designing for User eXperience, San Francisco, November 3-5, 2005.
Heeter, C. and Winn, B. “Gender, Playstyle, and Learning: Constructing In-Game Measures of Playstyle,” FuturePlay Proceedings, East Lansing, October 2005.
Capterton, I., Heeter, C., Steinkuehler, C., and Sun, J. Gender and Diversity Panel. The Education Arcade: The Future of Videogames in Education, Los Angeles, May, 2005.
Heeter, C., Egidio, R., Mishra, P., and Graves-Wolf, L. “Do Girls Prefer Games Designed by Girls?” Presented at the International Communication Association conference, New York, June 2005.
Punya Mishra, Yi Chen, Leigh Graves Wolf, Danah Henriksen, Nicholas Joel Sheltrown, Michael Phillips, Peter Osborne, Kym Buchanan, Chun Lai, Steven Tuckey, Carrie Heeter. Gender Impacts on Game Design Process and Products: An in depth analysis of middle school children’s conceptualizations of a learning game. International DiGRA Conference (Digital Games Research Association), Vancouver, June 2005.
Heeter, C., “Game Baby,” competitive concept proposal for a mobile phone-based information and game service for first time parents, presented at the Serious Games Summit, San Francisco, March 2005.
Heeter, C., Chu, K., Egidio, R., Mishra, P., and Graves-Wolf, L. “Do Girls Prefer Games Designed by Girls?” presented at the International Communication Association conference, New York, June 2005.
Heeter, C. “Commercial Educational Software: Girls’ Perspectives on What Makes a Great Game” The Education Arcade at E3 conference, Los Angeles, May, 2004.
Heeter, C., Egidio, R., and Winn, B. “Girls and Games: Gender Observations from Child-Envisioned Learning Games” Computer Games Technology Conference, Toronto, April, 2004.
Heeter, C., Chu, K., Maniar, A., Mishra, P., and Egidio, R. Comparing 14 Forms of Fun (and Learning and Gender Issues) In Commercial Versus Educational Space Exploration Digital Games, International Conference on Digital Games Research conference, Netherlands, November, 2003.
Heeter, C. Girls as Space Game Designers: Extreme baseline research, Designing for User Experience conference, San Francisco, June, 2003.
Heeter, Carrie, “What do women want from VR entertainment? Results from a non-user survey,” Virtual Reality World, winter, 1994.