Discover the women behind the video games we love — the iconic games they created, the genres they invented, the studios and companies they built — and how they changed the industry forever.
Women have always made video games, from the 1960s and the first-of-its-kind, projector-based Sumerian Game to the blockbuster Uncharted games that defined the early 2000s. Women have been behind the writing, design, scores, and engines that power one of the most influential industries out there. In Gamer Girls, now you can explore the stories of 25 of those women. Bursting with bold artwork, easy-to-read profiles, and real-life stories of the women working on games like Centipede, Final Fantasy, Halo, and more, this dynamic illustrated book shows what a huge role women have played—and will continue to play—in the creation of video games.
With additional sidebars about other influential women in the industry, as well as a glossary and additional resources page, Gamer Girls offers a look into the work and lives of influential pixel queens such Whether you’re a gamer girl who plays video games, a gamer girl who makes video games, or a parent raising a gamer girl, this entertaining, inspiring book will have you itching to pick up a controller or create your own video games!
Despite the fact that I work in the gaming industry I honestly don't know my video game history as well as I should. This book had some wonderful short profiles on so many influential women of the gaming industry who I should have known their names before.
Reading these profiles has definitely given me more resolve to stay in the gaming industry because these pioneers paved the way for me to be where I am and I want to be a part of their legacy. This inspiration has been needed in these incredibly trying times the game industry currently finds itself in. I'm glad I picked this book up from my local library.
Really cool collection of stories about iconic women in the video game industry, covering a variety of eras, positions and backgrounds! Every story was brimming with passion for the industry and women's place in it, and I was really impressed how it managed to condense so many achievements in a handful of pages for every person.
My one complaint is that there doesn't really seem to be an order in which the stories are told. It feels like it goes through them regardless of which decade it takes place in or what it is about, which certainly highlights the diversity of stories, but can get a little confusing when certain stories overlap and it refers back to a story like 50 pages ago. Luckily that does not really take away from the stories themselves.
So, definitely a recommendation if you want to read some cool women's stories and how they helped shape the video game industry, in a way that's often glossed over. The short chapters make it easy to read, and it definitely feels like a book I'll have to come back to from time to time!
A great overview of a lot of the women who made video games what they are today. It's quite astounding to read the stories of a lot of these women and see what they achieved and then to realise that you've never heard of any of them - we have public statues for men who have done a hell of a lot less... This was a well-crafted collection of snapshots that flowed well and constructed a history of games that touched a broad range of different genres and angles. Although, clearly aimed at teens in its tone and asides, it has a plethora of interesting facts and challenges stereotypes that have been prevalent around women in gaming over the years that any reader would benefit from. The typesetting and formatting of the book was a little off-putting (the bright orange text was particularly difficult and distracting to read), and I would have appreciated a more curated further reading list separate from the bibliography, but overall it was definitely worth the read and has an important message.
Really interesting read to learn more about female game developers that presided more behind the scenes- and to learn about their gaming journeys and hardships within the largely male-predominated gaming environment. I learned a lot about indie game devs, creators of genre-frontiers like the Nancy Drew interactives, to women that were involved with some of the industry's biggest names: Koei Techmo, Electronic Arts, Ubisoft, Naughty Dog, Square Enix etc. It was amazing to learn how they each influenced and changed the gaming world for better- and their inclusion of creating games for girls. Although today's gaming scene is largely still dominated by men, the industry is looking to its hidden factors- that women account for more than 48% of gamers. Its been that way for a long time, as far as the success of Barbie Fashion Designer, up to more cozier recent games (Animal Crossing, Nintendogs, Stardew Valley etc.), and even the FPS and RPGs that dominate the sales. Games are really for anyone, and hopefully the gaming industry will expand even more in the coming years for inclusivity of all genders and preferences. Even though I found this book interesting, it introduced too many developers with too little personal stories (all were kind of alike and very formulaic, video game preferences, history, struggles, development process) and I felt like it could have been a lot better and more condensed if it focused on fewer people and more personal/emotional stories instead of just stating the facts.
Mary Kenney speaks to a much-needed topic and a "last frontier" in feminism by looking to the women who have found a hard-fought place in the video game industry. The 25 profiles tell of women and their contributions, as well as a look at difficulties in finding their place in an industry not accustomed or geared to their existence. Based on the treatment of women across gaming platforms historically, it's a genre many women seek distance from. I look to the portrayal of women as overly-sexed symbols in gaming and discredit much of their work. Obviously, here too is an important place to find equality and respect.
Read as a nomination in the non-fiction book award category as a panelist for Children's and Young Adult Bloggers' Literary Awards (Cybils Awards).
Again, low score is not to the discredit of the illustrations or writing style, but more to my personal interest tolerance and the density of text discussing games I've never played and motivations that don't drive me.
I'm a major fan and supporter of this genre of books where we learn about and give props to those who've been left out of history through ignorance, malice, or just plain incompetence. With that in mind, "Gamer Girls" had a leg up going in. Yet it was so much cooler because it deals with a facet of culture I grew up with. I had the TRS-80, Commodore 64, and the original Atari console (which my friend and I would play every morning before school. I had the "Journey" game based on the band. Who remembers that one?) Giving a face and a name to these women who've been edited out of the Game Industry lore is a great thing, but this book gives them so much more. We get their humanity, their passion for what they've created, and that really sense of dedication to making the industry better through more inclusion and more diversity. A book worth reading about a cause worth supporting.
Gamer Girls: 25 Women Who Built the Gaming Industry" offers a compelling glimpse into the lives and achievements of remarkable women who have played pivotal roles in shaping the gaming landscape. The book succeeds in shedding light on the often overlooked contributions of these individuals, providing a rich tapestry of stories that serve as both inspiration and education for readers.
The narratives are undeniably captivating, offering insights into the challenges these women faced and conquered, the innovations they brought to the industry, and the milestones they achieved against all odds. The book serves as a celebration of their accomplishments, breaking down stereotypes and showcasing the diverse talents that have fueled the gaming world's growth.
However, a word of advice to potential readers: it's best to approach this book gradually. Attempting to read the stories back-to-back may lead to a sense of repetition, as common themes and challenges emerge across different profiles. While each woman's journey is unique, certain overarching motifs can create a slight sense of déjà vu if consumed too rapidly.
Taking the time to savor each chapter independently allows for a more immersive and appreciative experience. By doing so, readers can better absorb the nuances of each woman's story and fully appreciate the impact they've had on the gaming industry.
Girls play video games. Girls design video games. It's time to realize that and let women be part of the conversation.
I really appreciated this book. Mary Kenney did her homework (and a considerable amount of research) finding a diverse group of women who have had a profound mark on the history of video games and where the media continues to grow from here.
These stories and bios were fascinating and informative. These women kick major butt. As a woman who works in a male dominated industry myself, reading about how these women found their career paths and fought for what they believed games should be was inspiring.
Written by Mary Kenney and paired with beautiful illustrations by Salini Perera, Gamer Girls gives a look into game development history, sharing the stories of many of the women who helped shape the world of board and video games, from the early days of programming to the present day. Each short chapter tells the story of how the designer, artist, songwriter, or storyteller came to video games and the challenges they faced in creating and developing their work and careers. Very inspiring.
I’m not a huge gamer, but my husband is and really enjoyed learning the stories behind some bad ass women who created his favorite games. We always encourage our niece’s love of coding, and I hope one day she will read this and realize what a legacy she’s part of. We need more girls in tech and, luckily, this next generation seems to be taking up the charge admirably.
A collection of women game developers aimed at showing that yes, girls have been gaming since the beginning. There was an assumption that I knew some stuff that I don't really know, and also some technical glitches -- it was hard to read the names in the chapter heading/illustrations, and some of the ebook stuff was annoying.
I liked learning about some of the early history stuff, but I wasn't as interested in all the various games.
This was a great read (25 short profiles) about some of the unsung heroes over the past 30 years of video game creation. There were a few big names I could have reeled off before reading (Roberta Williams of Sierra, Dona Bailey of Centipede, Danielle Bunten of M.U.L.E.), but there are many other unsung heroes and this book highlights their contributions.
My enjoyment partly came from growing up as a video game enthusiast, readers outside the hobby may not enjoy it quite as much.
Very educational and inspirational. Appealing to in my opinion a very wide audience! Mini games I had not heard of, and many games I had. Absolutely enlightening as to the history of video games! I didn’t know they dated back as far as this book went. For some of us it was a pleasurable journey down memory lane!
Super interesting about female pioneers who changed the world of video games in different ways. This book makes an effort to explain the technology and the industry to readers who aren't initiated, and it does it really well. While keeping explanations light and chapters short makes this book easy to read, I kinda wanted it to go a little bit deeper on some subjects.
It’s clear the author of this book I very passionate about diversity in video games, this book is not only beautifully written and illustrated, it’s just downright pretty! Highly recommend for any fan of storytelling, gaming or otherwise. Mary Kenney definitely succeeded in making me feel like I, too, could become involved in the gaming industry.
Some of them peaked my interest, but most of them I had no personal relation to. The book was cute and for a more overall gamer this is worth the buy. (Some of the orange text was harder to read, though.)
SUCH an inspiring book! Great for longtime gamers, gaming newbs, and anyone who loves to learn. I couldn’t get enough! Can’t wait to read more from this author!
This book is SO important. As a game developer creating inclusive games, I loved learning about the women pioneers of this industry. So glad this book exists!
My last book of the year and one of my favorites. I learned a lot and it’s such a fun read. These women are amazing and it’s great to see how they impacted the gaming industry.
I was lucky to receive a reviewer copy of this game. It’s a great read.
It’s easy to understand, written with a good sense of humor, and would be easy for people who are not at all familiar games to understand.
It’s a series of 4-5 page profiles of women who shaped the gaming industry in ways I had never heard about. For example, I loved King’s Quest as a kid, but I didn’t recognize at the time what a big deal it was that it was a woman’s name listed as a creator in the credits. Famous game music, artwork, game engines, major developments in what games could be, etc. are all included. I’d recommend this for anyone, especially young women who are considering joining the industry.
Spotted this while doing some social media for the library and knew I needed to read it. It felt highly accessible for all audiences. I loved the layout, and the side quests giving shout-outs to even more women in gaming. This wonderfully inclusive book is informative and does a great job looking at women who had many different impacts on gaming. I learned a lot and it really sparked my imagination.
This was an interesting look at 25 women who shaped the video game industry. I don’t read a lot of nonfiction, but this was told in a very approachable way which made it entertaining and fun. It also talked a lot about the gender stigma involving video games (only teenage boys play/like/are good at video games) and the assumption that girls aren’t interested in them. Girls play video games! I don’t know how that myth got started, but I’m glad this book exists to show how silly that belief is.
I laughed aloud at one of the first games made for girls because it was just so ridiculous.
The game was:
— pink (because girls like pink, obviously **eyeroll**) — slowed down the shooting “because girls don’t know how to do that”/“aren’t good at that” — fired marshmallows (because girls would find bullets too violent????)
Needless to say, the game didn’t sell well, so they did tons of research to find the kind of games girls like. And what do they like, you may ask???
a compelling story with interesting characters!
Shocking.
Anyway, GIRLS PLAY VIDEO GAMES.
Okay, rant over.
I also liked seeing some of my favorites like Roberta Williams, Jane Jensen, and Amy Hennig! I would definitely recommend this one.