Upon reading Jenkins for a second time, and being conscious from start to finish, I realized the game I had planned to analyze (Sims) is given as an example in Jenkins text. I still think this would make for an excellent topic as this game fits the lens of both Jenkins and Helmers, but this has forced me to return to my source for a second choice for a game. When asked if there was a current game that both boys and girls her age (13) enjoy, she instantly replied "LEGO'S Harry Potter Years 1-4." I plan to analyze this game through the lens of Jenkins in that this game succeeds in the move towards a gender neutral play space with its lack of borderwork, yet appeals to both genders. This game I believe fits the lens of Jenkins best, as it creates a playspace for both genders, and does not create a virtual reality as analyzed by Helmers. The games ability to bridge the gender gap is likely due to the series of "Harry Potter" books it is based by J.K. Rowling. The game allows the player to switch between many characters including the main characters Harry, Hermoine, and Ron as they attend Hogwarts School of Witchcraft and Wisardry and fight the evil Lord Voldermort.
As for a working thesis for paper two, I plan to use the Gender-Neutral play space this game creates and or provides as my main topic. Through the freindship adventures of Harry, Hermoine and Ron, LEGO'S Harry Potter Years 1-4 bridges the gender gap in a virtual world of wizards and witchcraft and creates a playspace for both boys and girls.