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36 Typically then, we would expect that the games of women and girls have not been validated or recorded since they have not been a part of popular or public contests. Nevertheless, even in everyday play, nineteenth-century girls met the emphasis on “normative” domestic behavior for women with subversive resistance. Here, the work of Miriam Formanek-Brunell, a central ﬁgure in research in historic play patterns, is an essential resource. 7 | Victorian-era children playing with Campbell Kids dolls.
80 The Sims series attracts both adults and children in all age groups. After purchasing the game, most new Sims players spend hours, usually days, in nonstop manipulation of their new, simulated house and the characters within it. The goal of the game is to keep one’s Sims characters happy, fed, clean, and nurtured. Sims players work to make their initial prefabricated virtual home their own. Initially, players are given modest one-bedroom homes with simple yards, mailbox, and at times, ﬂowers, shrubbery, and an outdoor patio.
Atrocities such as slavery and cultural challenges such as stereotypes, the artists both perform difference and document difference in a pseudoscientiﬁc display of performance artifacts. As the artists note, “The races are joined head to toe . . ”75 Australian artist Van Sowerwine (b. 1975) makes interactive dollhouses and ﬁlms that depict girls in a contemporary state of crisis. Her work focuses on the conﬁnes of the house and on painful issues that affect young women: suburban isolation, abuse, teenage pregnancy, self-mutilation, and suicide.