I will examine the video game Clue with Jenkins’ critical eye of gendered play spaces. I believe that this is the best choice to scrutinize the game since Jenkins draws out similarities through his subtopics.
Exploring Jenkins’ subtopics :
“Moving Beyond “Home Base” Why Physical Space Matters, page 705: Clue provides a fantasy mansion which is a space to be explored. The game provides discoveries within the mansion rooms and the places where your character can accuse a suspect of murder. Also, the game characters, rooms, and weapons become part of the only active playground paraphernalia within the structured building.
“Putting Boy Culture Back in the Home”, page 707: Clue provides mapping development skills through familiar surroundings as well as winning by one’s own achievement. Although Clue, I believe is not a true boy culture game there is still a hint of this within the game.
“Secret Gardens: Girl Space”, page 716: Clue offers secrets in a gothic setting. This game also resembles the type of realm which girls often observe and then respond vs. a boys realm of attack, attack, attack.
“The Play Town: Another Space for Girls?”, page 720: A spatial play area seems to fit perfectly for the Clue game. The Clue mansion offers dimension with the opportunity to explore within a certain controlled environment. The characters pieces are rigid in their role portrayal as suspects. Each adult character is sculpted to bring intrigue and familiarity. In search of the murderer, the game brings suspicion by linking key components by which Mr. Boddy died. It is only at the conclusion of the game that all of the elements are revealed and the winner can claim that stake.
In summary, I believe that the stronger argument will emerge from the last examined subtopic. Although, I project that my main argument may be in Jenkins conclusion. The claim will be to evening out the playing fields between genders is a compelling because computer games of the future may allow by program design to offer a different ending or alternative playgrounds to the all familiar mansion setting.
Did you know that this popular game was a British invention?
Works Cited
Jenkins, Henry. ""Complete Freedom of Movement": Video Games as Gendered Game Spaces." Lidinsky, Stuart Green and April. From Inquiry to Academic Writing. Boston: Bedford/ St. Martin's, 2008. 700-729.