“…To address the gap whereby the barriers to gameplay remain underexplored, I draw on the history of feminist game scholarship that has long illustrated that, although games are frequently marketed in a way that assumes they are of more interest to young boys (Burrill, 2008;Chess, 2017;Cote, 2018), in reality girls often are socialized away from gaming from a young age (de Castell & Bryson, 1998;Harvey, 2015). Interventionist feminist research has shown that when the entry conditions are changed (e.g., the creation of groups where girls can learn to play games in a girls-only environment or in women-led community groups focusing on mentoring other women through designing their own game), girls and women become active players and/or create their own games (Fisher & Harvey, 2013;Fisher, Jenson, & de Castell, 2015;Harvey, 2014;Harvey & Shepherd, 2017;Jenson & de Castell, 2011;Kafai, 2008). Beyond intentional feminist interventions, games directly marketed toward girls and women tend to be collaborative as opposed to competitive (Cunningham, 2018;Flanagan, 2005;Juul, 2010) or productive in nature (e.g., cognitive improvement games such as BrainAge) rather than play for play's sake (Chess, 2009(Chess, , 2010(Chess, , 2017.…”