In Chicks Dig Gaming, editors Jennifer Brozek (Apocalypse Ink Productions), Robert Smith? (Who is the Doctor?) and Lars Pearson (editor-in-chief, the Hugo Award-winning Chicks Dig series) bring together essays by nearly three dozen female writers to celebrate the gaming medium and its creators, and to examine the characters and series that they love.
Catherynne M. Valente (The Girl Who Circumnavigated Fairyland, Indistinguishable from Magic) examines Super Mario Bros. through the lens of Samsara, the Wheel of Birth and Rebirth; Seanan McGuire (the October Daye series) details how gaming taught her math; G. Willow Wilson (Alif the Unseen) comes to terms with World of Warcraft; and Rosemary Jones (Forgotten Realms) celebrates world traveler Nellie Bly and the board game she inspired.
Other contributors include Emily Care Boss (Gaming as Women), Jen J. Dixon (The Walking Eye), Racheline Maltese (The Book of Harry Potter Trifles), Mary Anne Mohanraj (Bodies in Motion), L.M. Myles (Chicks Unravel Time), Jody Lynn Nye (the MythAdventures series), and E. Lily Yu (The Cartographer Wasps and the Anarchist Bees). Also featured: exclusive interviews with Paizo CEO Lisa Stevens and Dragonlance writer Margaret Weis.
Jennifer Brozek is a multi-talented, award-winning author, editor, and media tie-in writer. She is the author of the Never Let Me Sleep, and The Last Days of Salton Academy, both of which were nominated for the Bram Stoker Award. Her BattleTech tie-in novel, The Nellus Academy Incident, won a Scribe Award. Her editing work has netted her Bram Stoker Award, British Fantasy Award, and Hugo Award nominations. She won the Australian Shadows Award for the Grants Pass anthology. Jennifer’s short form work has appeared in Apex Publications, Uncanny Magazine, and in anthologies set in the worlds of Valdemar, Shadowrun, V-Wars, Masters of Orion, and Predator. Jennifer is also the Creative Director of Apocalypse Ink Productions.
Jennifer has been a freelance author and editor for over ten years after leaving her high paying tech job, and she’s never been happier. She keeps a tight schedule on her writing and editing projects and somehow manages to find time to volunteer for several professional writing organizations such as SFWA, HWA, and IAMTW. She shares her husband, Jeff, with several cats and often uses him as a sounding board for her story ideas. Visit Jennifer’s worlds at jenniferbrozek.com.
Chicks Dig Gaming is—as you may have guessed—about how women enjoy gaming. It's a collection of essays, personal anecdotes and personal growth stories that holds true to a core, fundamental truth: women enjoy gaming as much as men do, are as good at it and are as nerdy (read: potentially obsessive) about gaming as men. Dice and cards don't care if the person holding them is male or female.
It's hard to nail down exactly what to say about the book because of its inherent disjointedness. Any book structured like this will have contrasting styles, viewpoints, vocabularies and any other qualities you care to mention. Also, the writing quality tends to be a little less than consistent all the way through, which suggests to me that there were just too many differences for the editor to reconcile. As a writer and editor myself, I understand completely. The book is *very* well done in that regard.
The primary flavor of the book though, is quite clear. "I'm a girl, and I like games." Shouldn't seem like much of a problem, right? Unfortunately, all you need to do is look into your local gaming scene (video games or tabletop games, take your pick), and you'll see a variety of viewpoints on the issue, ranging from people who love having a woman in a gaming group to the complete opposite. It's a wall of six-sided dice that will one day come crashing down. Or maybe a house of cards would be a more appropriate metaphor.
But this is where my one criticism comes from. While there are those stories like *An Axe Up My Sleeve* are laugh-out-loud hilarious, there are those others that come off as *so* feminist as to be off-putting to the average reader like myself. I can't necessarily speak for my co-host Matt, but some of the stories made me feel a bit uncomfortable and/or offended because of how the author expressed her view. Sure, misogyny is still rampant in society, and I hate it. I hate the fact that my boss might make less than some guy doing her same job. I hate that a woman with more experience than me might get passed over for a job at some point just because of her gender. But some of the authors in this book tread a dangerous line of pressing their point so hard as to have the opposite effect and undermine their own argument. Feminism is a good thing. Misogyny—or any bias based on something arbitrary—is wrong.
People should read this book. Not just gamers and not just women, although they should absolutely read it, too. If you're a guy and you game, you should pick this up and give it a read. Challenge your beliefs. It might be a little uncomfortable at times, but muscle through it. You will end up making your life better by broadening your mind a little and make your games better by bringing in some truly *great* gamers.
Absolutely fabulous! I purchased this because (a) Catherynne M. Valente and (b) gaming. I got way more than I bargained for. The essays were thoughtful, well written, engaging, fun, and relatable. I learned more about games I knew only by reputation, heard about games I loved, and discovered new ones. All of the women contributing are accomplished and professional--I was surprised by how the average age appeared to skew into the late 30s or early 40s. Many had been playing games for longer than I've been alive. A wonderful collection, well worth the read.
There were a few good pieces, but if you are looking for essays regarding issues of gender & sex in gaming, this probably won't quiiiite hit the spot.
Most of these, honestly, were simply essays about gaming by women. There weren't very many readings that pressed this deeply into a philosophical or feminist framework.
Maybe I just had the wrong impression of what this collection was going to be about when I picked it up.
I will say that Catherynne Valente has very nearly convinced me that Super Mario is a translation of Buddhist principles. That's something I didn't expect but enjoyed. Most of these were hit or miss with me.
I only read the first few stories and stopped because honestly they were not great. I even would say boring. I guess I was hoping for more than just a retelling of a bunch of game play experiences - something with a bit more substance.
Des témoignages concernant la pratique du jeu (jeu vidéo, jdr papier, jeux de plateaux ou de cartes) de figures féminines reconnues dans le monde de la fantasy et/ou du gaming. Très enrichissant ! j'en ressors avec l'envie de découvrir de nouveaux titres.
Some of the essays were interesting, and others were so bad I couldn't even finish them. Mostly I enjoyed the essays that gave me glimpses into another nerd-girl's upbringing- how they found gaming and what they liked about it.
This is not a serious, academic study of the culture of gaming from a feminist interpretation, and most of the criticisms of the book come from the viewpoint that the reader wanted that, and it isn't here. Instead, it is a celebration of gaming, from the viewpoint of girls and women. Whether that celebration is based on the things that the person learned about herself from gaming, or from the career goals that gaming led to, it's about the good and bad changes in life that came FROM gaming, and what was learned from those experiences. Seanan McGuire, renowned author, explains how gaming had an effect on her attitudes toward math. Other major authors, from the SF and fantasy field or from the gaming field, explain how they came to be who and what they are via gaming. Could a serious study of gaming and feminine perspectives be done? Certainly, but it wouldn't be this book. Not all of the essays in this volume will entertain any given reader, and the one in which a female gamer brought another gamer to tears by actions that she still self-justifies...well, that was a little creepy, but it was honest. So, if you want feminist academia, then save your money for another book. If you want honest stories from women who have experienced some aspect of life via gaming, then pick this one up. Teens who have some experience in gaming might find it interesting as well as adults.