Journal article 10 views
Defining pink games: Feminine aesthetic, play experience, and skillset presumptions of PEGI-3 girls
Convergence: The International Journal of Research into New Media Technologies
Swansea University Author:
Leighton Evans
Full text not available from this repository: check for access using links below.
DOI (Published version): 10.1177/13548565261441162
Abstract
This article defines and critically examines the ‘pink game’ as a gendered design category in commercial video games targeted at young girls. Drawing on feminist game studies, we analyse eight PEGI 3–7 titles published by Outright Games, using the MDA Framework, Schell’s Elemental Tetrad, and a visua...
| Published in: | Convergence: The International Journal of Research into New Media Technologies |
|---|---|
| ISSN: | 1354-8565 1748-7382 |
| Published: |
SAGE Publications
2026
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| Online Access: |
Check full text
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| URI: | https://cronfa.swan.ac.uk/Record/cronfa71722 |
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2026-04-09T11:14:11Z |
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| last_indexed |
2026-04-10T10:33:07Z |
| id |
cronfa71722 |
| recordtype |
SURis |
| fullrecord |
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| spelling |
2026-04-09T12:14:09.6205280 v2 71722 2026-04-09 Defining pink games: Feminine aesthetic, play experience, and skillset presumptions of PEGI-3 girls cc05810f3465ddddd6814e131f4e9a79 0000-0002-6875-6301 Leighton Evans Leighton Evans true false 2026-04-09 LLML This article defines and critically examines the ‘pink game’ as a gendered design category in commercial video games targeted at young girls. Drawing on feminist game studies, we analyse eight PEGI 3–7 titles published by Outright Games, using the MDA Framework, Schell’s Elemental Tetrad, and a visual analysis to identify how femininity is encoded through mechanics, aesthetics, narratives, and avatar design. Our findings show that pink games are structurally defined by minimal mechanicalcomplexity, low risk play, and aesthetics rooted in relational behaviour, beauty ideals, and emotional labour. By contrast, games marketed to boys encourage mastery, autonomy, and competitive engagement. We argue that pink games reproduce a narrow vision of girlhood that limits agency and reinforces gender stereotypes through design rather than narrative alone. This article contributes an empirically grounded definition of the pink game and offers a structural critique of how gender is materialised in children’s play experiences. Journal Article Convergence: The International Journal of Research into New Media Technologies SAGE Publications 1354-8565 1748-7382 pink gamesgender and playfeminist game studieschildren’s mediagame design 8 4 2026 2026-04-08 10.1177/13548565261441162 https://doi.org/10.1177/13548565261441162 COLLEGE NANME Literature, Media and Language COLLEGE CODE LLML Swansea University SU Library paid the OA fee (TA Institutional Deal) 2026-04-09T12:14:09.6205280 2026-04-09T12:10:09.4250332 Faculty of Humanities and Social Sciences School of Culture and Communication - Media, Communications, Journalism and PR Lucy Lloyd 1 Leighton Evans 0000-0002-6875-6301 2 |
| title |
Defining pink games: Feminine aesthetic, play experience, and skillset presumptions of PEGI-3 girls |
| spellingShingle |
Defining pink games: Feminine aesthetic, play experience, and skillset presumptions of PEGI-3 girls Leighton Evans |
| title_short |
Defining pink games: Feminine aesthetic, play experience, and skillset presumptions of PEGI-3 girls |
| title_full |
Defining pink games: Feminine aesthetic, play experience, and skillset presumptions of PEGI-3 girls |
| title_fullStr |
Defining pink games: Feminine aesthetic, play experience, and skillset presumptions of PEGI-3 girls |
| title_full_unstemmed |
Defining pink games: Feminine aesthetic, play experience, and skillset presumptions of PEGI-3 girls |
| title_sort |
Defining pink games: Feminine aesthetic, play experience, and skillset presumptions of PEGI-3 girls |
| author_id_str_mv |
cc05810f3465ddddd6814e131f4e9a79 |
| author_id_fullname_str_mv |
cc05810f3465ddddd6814e131f4e9a79_***_Leighton Evans |
| author |
Leighton Evans |
| author2 |
Lucy Lloyd Leighton Evans |
| format |
Journal article |
| container_title |
Convergence: The International Journal of Research into New Media Technologies |
| publishDate |
2026 |
| institution |
Swansea University |
| issn |
1354-8565 1748-7382 |
| doi_str_mv |
10.1177/13548565261441162 |
| publisher |
SAGE Publications |
| college_str |
Faculty of Humanities and Social Sciences |
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|
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facultyofhumanitiesandsocialsciences |
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Faculty of Humanities and Social Sciences |
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facultyofhumanitiesandsocialsciences |
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Faculty of Humanities and Social Sciences |
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School of Culture and Communication - Media, Communications, Journalism and PR{{{_:::_}}}Faculty of Humanities and Social Sciences{{{_:::_}}}School of Culture and Communication - Media, Communications, Journalism and PR |
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https://doi.org/10.1177/13548565261441162 |
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0 |
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| description |
This article defines and critically examines the ‘pink game’ as a gendered design category in commercial video games targeted at young girls. Drawing on feminist game studies, we analyse eight PEGI 3–7 titles published by Outright Games, using the MDA Framework, Schell’s Elemental Tetrad, and a visual analysis to identify how femininity is encoded through mechanics, aesthetics, narratives, and avatar design. Our findings show that pink games are structurally defined by minimal mechanicalcomplexity, low risk play, and aesthetics rooted in relational behaviour, beauty ideals, and emotional labour. By contrast, games marketed to boys encourage mastery, autonomy, and competitive engagement. We argue that pink games reproduce a narrow vision of girlhood that limits agency and reinforces gender stereotypes through design rather than narrative alone. This article contributes an empirically grounded definition of the pink game and offers a structural critique of how gender is materialised in children’s play experiences. |
| published_date |
2026-04-08T05:52:13Z |
| _version_ |
1862148432492232704 |
| score |
11.101457 |

