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DiGRA
The Game Girl Workshop uses a Scandinavian-style participatory model to teach girls game design. The paper examines how it frames empowerment.
This paper examines how the Denmark-based Game Girl Workshop, which teaches girls to design games using a Scandinavian-style participatory model, frames empowerment, and whether that framing holds up in culturally mixed settings. Drawing on interviews with facilitators and on the work of Khaled (2011) on cultural tensions, the study identifies three guiding assumptions in the workshop's self-narrative: self-expression, in which participants direct their own creative choices; teamwork, built on flat hierarchies and agile participatory design; and tangible achievement, where concrete success is seen as the route to lasting engagement. Its central thesis is that these individualist-leaning assumptions can conflict with collectivist cultural contexts, with consequences that go beyond mere mismatch.
Among the study's key findings, completing a game and the pride it produced emerged as the most meaningful dimension of empowerment for participants, often more so than the quality of the finished product. However, the authors document several problems arising from the individualist model when applied in collectivist or traumatic settings. These include participants copying ideas, a retreat toward conservative design choices, the marginalization of participants with difficult backgrounds, and ethnocentric assumptions about participants from the so-called "third world." The authors conclude that feminist game education operating across cultures requires greater accountability and a plural, place-bound understanding of what empowerment means.
The work is grounded in critical play studies, feminist and postcolonial theory, and qualitative methods including focus groups and thematic analysis. Its scholarly foundation draws on feminist standpoint and situated-knowledge scholarship and on critiques of gender and race in gaming, such as research on women of color's experiences in online gaming communities. The reference materials also point to practical inclusion initiatives, including Black Girls Code, Pixelles, Girls Who Code, and the Gamerella and DMG programs, situating the Denmark-based case within a broader international effort to broaden participation in game development.
DiGRA · 2018