-
1
-
-
38949185674
-
Rethinking the problem of gender and IT schooling: Discourses in literature
-
Abbiss, J. (2008). Rethinking the problem of gender and IT schooling: Discourses in literature. Gender and Education, 20, 153-165.
-
(2008)
Gender and Education
, vol.20
, pp. 153-165
-
-
Abbiss, J.1
-
2
-
-
0003547873
-
-
American Association of University Women., Washington, DC: American Association for University Women Educational Foundation
-
American Association of University Women. (1998). Separated by sex: A critical look at single-sex education for girls. Washington, DC: American Association for University Women Educational Foundation.
-
(1998)
Separated by Sex: A Critical Look at Single-Sex Education for Girls
-
-
-
3
-
-
0003790360
-
-
American Association of University Women Educational Foundation & American Institutes for Research., New York: Marlowe
-
American Association of University Women Educational Foundation & American Institutes for Research. (1999). Gender gaps: Where schools still fail our children. New York: Marlowe.
-
(1999)
Gender Gaps: Where Schools Still Fail Our Children
-
-
-
4
-
-
0003817213
-
-
American Association of University Women Educational Foundation Commission on Technology, Gender, and Teacher Education., Washington, DC: Author
-
American Association of University Women Educational Foundation Commission on Technology, Gender, and Teacher Education. (2000). Tech-savvy: Educating girls in the new computer age. Washington, DC: Author.
-
(2000)
Tech-Savvy: Educating Girls in the New Computer Age
-
-
-
5
-
-
1242276188
-
An update on the effects of violent video games
-
Anderson, C.A. (2004). An update on the effects of violent video games. Journal of Adolescence, 27, 113-122.
-
(2004)
Journal of Adolescence
, vol.27
, pp. 113-122
-
-
Anderson, C.A.1
-
6
-
-
0035464222
-
Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature
-
Anderson, C.A., & Bushman, B.J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12, 353-359.
-
(2001)
Psychological Science
, vol.12
, pp. 353-359
-
-
Anderson, C.A.1
Bushman, B.J.2
-
7
-
-
66149091558
-
Videogame effects-Confirmed, suspected and speculative: A review of the evidence
-
Barlett, C.P., Anderson, C.A., & Swing, E.L. (2009). Videogame effects-Confirmed, suspected and speculative: A review of the evidence. Simulation & Gaming: An Interdisciplinary Journal, 40, 377-403.
-
(2009)
Simulation & Gaming: An Interdisciplinary Journal
, vol.40
, pp. 377-403
-
-
Barlett, C.P.1
Anderson, C.A.2
Swing, E.L.3
-
8
-
-
84937381236
-
Shirts vs. skins: Clothing as an indicator of gender role stereotyping in video games
-
Beasley, B., & Stanley, T.C. (2002). Shirts vs. skins: Clothing as an indicator of gender role stereotyping in video games. Mass Communication & Society, 5, 279-293.
-
(2002)
Mass Communication & Society
, vol.5
, pp. 279-293
-
-
Beasley, B.1
Stanley, T.C.2
-
9
-
-
77955668327
-
Pretty good for a girl: Gender, identity and computer games
-
(June). In S. de Castell & J. Jenson (Eds.),. Retrieved March 28, 2009, fromthe [AQ: 11], Vancouver, British Columbia, Canada: University of Vancouver
-
Beavis, C. (2005, June). Pretty good for a girl: Gender, identity and computer games. In S. de Castell & J. Jenson (Eds.), Changing views: World in play. Vancouver, British Columbia, Canada: University of Vancouver. Retrieved March 28, 2009, from the DiGRA Digital Library Web site: http://www.digra.org/dl/db/06276.30483.pdf [AQ: 11].
-
(2005)
Changing Views: World in Play
-
-
Beavis, C.1
-
11
-
-
35648959292
-
Would the real girl gamer please stand up? Gender, LAN cafes and the reformulation of the girl gamer
-
Beavis, C., & Charles, C. (2007). Would the real girl gamer please stand up? Gender, LAN cafes and the reformulation of the girl gamer. Gender and Education, 19, 691-705.
-
(2007)
Gender and Education
, vol.19
, pp. 691-705
-
-
Beavis, C.1
Charles, C.2
-
14
-
-
0011439899
-
Women's voices/men's voices: Technology as language
-
In G. Kirkup & L. S. Keller (Eds.), Cambridge, UK: Polity
-
Benston, M. (1992). Women's voices/men's voices: Technology as language. In G. Kirkup & L. S. Keller (Eds.), Inventing women: Science, technology and gender (pp. 15-28). Cambridge, UK: Polity.
-
(1992)
Inventing Women: Science, Technology and Gender
, pp. 15-28
-
-
Benston, M.1
-
15
-
-
0033242576
-
New methodology, and old story? Gender differences in the draw-a-computeruser test
-
Brosnan, M. (1999). New methodology, and old story? Gender differences in the draw-a-computeruser test. European Journal of Psychology of Education, 14, 375-385.
-
(1999)
European Journal of Psychology of Education
, vol.14
, pp. 375-385
-
-
Brosnan, M.1
-
16
-
-
17444381011
-
The gendering of computer gaming: Experience and space
-
In S. Fleming, & Jones, I. (Eds.), Eastbourne, UK: Leisure Studies Association
-
Bryce, J., & Rutter, J. (2003). The gendering of computer gaming: Experience and space. In S. Fleming, & Jones, I. (Eds.), Leisure cultures: Investigations in sport, media and technology (pp. 3-22). Eastbourne, UK: Leisure Studies Association.
-
(2003)
Leisure Cultures: Investigations in Sport, Media and Technology
, pp. 3-22
-
-
Bryce, J.1
Rutter, J.2
-
17
-
-
33750986096
-
Gendered gaming in gendered space
-
In J. Raessens & J. Goldstein (Eds.), Cambridge: MIT Press
-
Bryce, J., & Rutter, J. (2005). Gendered gaming in gendered space. In J. Raessens & J. Goldstein (Eds.), Handbook of computer games studies (pp. 301-310). Cambridge: MIT Press.
-
(2005)
Handbook of Computer Games Studies
, pp. 301-310
-
-
Bryce, J.1
Rutter, J.2
-
18
-
-
85047697593
-
Learning to make a difference: Gender, new technologies, and in/equity
-
Bryson, M., & de Castell, S. (1996). Learning to make a difference: Gender, new technologies, and in/equity. Mind, Culture and Activity, 3, 119-135.
-
(1996)
Mind, Culture and Activity
, vol.3
, pp. 119-135
-
-
Bryson, M.1
de Castell, S.2
-
19
-
-
69849095841
-
-
(July). Retrieved March 28 2009, fromthe, National Science Foundation Web site
-
Burrelli, J. (2008, July). Thirty-three years of women in S&E faculty positions. Retrieved March 28, 2009, from the National Science Foundation Web site: http://www.nsf.gov/statistics/infbrief/nsf08308/nsf08308.pdf.
-
(2008)
Thirty-Three Years of Women in S&E Faculty Positions
-
-
Burrelli, J.1
-
20
-
-
23044532596
-
Violent video games and hostile expectations: A test of the general aggression model
-
[AQ: 12]
-
Bushman, B.J., & Anderson, C.A. (2002). Violent video games and hostile expectations: A test of the general aggression model. Personality and Social Psychology Bulletin, 28, 1679-1686. [AQ: 12].
-
(2002)
Personality and Social Psychology Bulletin
, vol.28
, pp. 1679-1686
-
-
Bushman, B.J.1
Anderson, C.A.2
-
21
-
-
28344445685
-
Contexts, gaming pleasures, and gendered preferences
-
Carr, D. (2005). Contexts, gaming pleasures, and gendered preferences. Simulation & Gaming: An Interdisciplinary Journal, 36, 464-482.
-
(2005)
Simulation & Gaming: An Interdisciplinary Journal
, vol.36
, pp. 464-482
-
-
Carr, D.1
-
22
-
-
34247357855
-
Computer games in classrooms and the question of cultural baggage
-
Carr, D. (2007). Computer games in classrooms and the question of cultural baggage. British Journal of Educational Technology, 38, 526-528.
-
(2007)
British Journal of Educational Technology
, vol.38
, pp. 526-528
-
-
Carr, D.1
-
23
-
-
33750959672
-
-
Cambridge, UK: Polity
-
Carr, D., Buckingham, D., Burn, A., & Schott, G. (2006). Computer games: Text, narrative and play. Cambridge, UK: Polity.
-
(2006)
Computer Games: Text, Narrative and Play
-
-
Carr, D.1
Buckingham, D.2
Burn, A.3
Schott, G.4
-
24
-
-
75749140661
-
The game is on to woo the elusive female player
-
(September 4). Retrieved March 28 2009, from
-
Carvajal, D. (2006, September 4). The game is on to woo the elusive female player. International Herald Tribune. Retrieved March 28, 2009, from http://www.nytimes.com/2006/09/04/technology/04games.html.
-
(2006)
International Herald Tribune
-
-
Carvajal, D.1
-
26
-
-
75749141034
-
From Quake Girls to Desperate Housewives: A decade of gender and computer games
-
In Y. Kafai, C. Heeter, J. Denner, & J. Sun (Eds.), [AQ: 13], Cambridge: MIT Press
-
Cassell, J., & Jenkins, H. (2008). From Quake Girls to Desperate Housewives: A decade of gender and computer games. In Y. Kafai, C. Heeter, J. Denner, & J. Sun (Eds.), Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming (pp. 5-20). Cambridge: MIT Press. [AQ: 13].
-
(2008)
Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming
, pp. 5-20
-
-
Cassell, J.1
Jenkins, H.2
-
28
-
-
0002172328
-
The circuit of technology: Gender, identity and power
-
In R. Silverstone & E. Hirsch (Eds.), London: Routledge
-
Cockburn, C. (1992). The circuit of technology: Gender, identity and power. In R. Silverstone & E. Hirsch (Eds.), Consuming technologies: Media and information in domestic spaces (pp. 33-42). London: Routledge.
-
(1992)
Consuming Technologies: Media and Information in Domestic Spaces
, pp. 33-42
-
-
Cockburn, C.1
-
29
-
-
0010900549
-
National trends in computer use among Canadian secondary school students: Implications for cross-cultural analyses
-
Collis, B.A., Kass, H., & Kieren, T. (1989). National trends in computer use among Canadian secondary school students: Implications for cross-cultural analyses. Journal of Research on Computing in Education, 22(1), 77-89.
-
(1989)
Journal of Research on Computing in Education
, vol.22
, Issue.1
, pp. 77-89
-
-
Collis, B.A.1
Kass, H.2
Kieren, T.3
-
30
-
-
0002059234
-
Gender equity and computing in secondary schools: Issues and strategies for teachers
-
In J. Beynon & H. Mackay (Eds.), London: Falmer Press
-
Culley, L. (1993). Gender equity and computing in secondary schools: Issues and strategies for teachers. In J. Beynon & H. Mackay (Eds.), Computers into classrooms: More questions than answers (pp. 147-159). London: Falmer Press.
-
(1993)
Computers into Classrooms: More Questions than Answers
, pp. 147-159
-
-
Culley, L.1
-
31
-
-
34547442622
-
Mortal Kombat and computer game girls
-
In J. Caldwell (Ed.), New Brunswick, NJ: Rutgers University Press
-
Cunningham, H. (2000). Mortal Kombat and computer game girls. In J. Caldwell (Ed.), Electronic media and technoculture (pp. 213-226). New Brunswick, NJ: Rutgers University Press.
-
(2000)
Electronic Media and Technoculture
, pp. 213-226
-
-
Cunningham, H.1
-
33
-
-
0038630620
-
Retooling play: Dystopia, dysphoria, and difference
-
In J. Cassell & H. Jenkins (Eds.), Cambridge: MIT Press
-
de Castell, S., & Bryson, M. (1998). Retooling play: Dystopia, dysphoria, and difference. In J. Cassell & H. Jenkins (Eds.), From Barbie to Mortal Kombat: Gender and computer games (pp. 232-261). Cambridge: MIT Press.
-
(1998)
From Barbie to Mortal Kombat: Gender and Computer Games
, pp. 232-261
-
-
de Castell, S.1
Bryson, M.2
-
34
-
-
65249127558
-
Education, gaming and serious play: New attentional economies
-
In J. Weiss, J. Nolan, & P. Trifonas (Eds.), [AQ: 14], New York: Kluwer Academic
-
de Castell, S., & Jenson, J. (2006a). Education, gaming and serious play: New attentional economies. In J. Weiss, J. Nolan, & P. Trifonas (Eds.), International handbook on virtual learning environments (pp. 999-1018). New York: Kluwer Academic. [AQ: 14].
-
(2006)
International Handbook on Virtual Learning Environments
, pp. 999-1018
-
-
de Castell, S.1
Jenson, J.2
-
35
-
-
75749150246
-
No place like home: Sexuality, community and identity among street-involved queer and questioning youth
-
[AQ: 15]
-
de Castell, S., & Jenson, J. (2006b). No place like home: Sexuality, community and identity among street-involved queer and questioning youth. McGill Journal of Education, 41, 226-247. [AQ: 15].
-
(2006)
McGill Journal of Education
, vol.41
, pp. 226-247
-
-
de Castell, S.1
Jenson, J.2
-
36
-
-
84888333815
-
Computer science takes steps to bring women into the fold
-
(April 17). Retrieved March 23 2009, from
-
Dean, C. (2007, April 17). Computer science takes steps to bring women into the fold. New York Times. Retrieved March 23, 2009, from http://www.nytimes.com/2007/04/17/science/17comp.html.
-
(2007)
New York Times
-
-
Dean, C.1
-
37
-
-
0032369821
-
An examination of violence and gender role portrayals in video games: Implications for gender socialization and aggressive behavior
-
Dietz, T.L. (1998). An examination of violence and gender role portrayals in video games: Implications for gender socialization and aggressive behavior. Sex Roles, 38, 425-442.
-
(1998)
Sex Roles
, vol.38
, pp. 425-442
-
-
Dietz, T.L.1
-
38
-
-
34249744614
-
Violence, sex, race and age in popular video games: A content analysis
-
In E. Cole & J. H. Daniel (Eds.), Washington, DC: American Psychological Association
-
Dill, K.E., Gentile, D.A., Richter, W.A., & Dill, J.C. (2005). Violence, sex, race and age in popular video games: A content analysis. In E. Cole & J. H. Daniel (Eds.), Featuring females: Feminist analyses of the media (pp. 115-130). Washington, DC: American Psychological Association.
-
(2005)
Featuring Females: Feminist Analyses of the Media
, pp. 115-130
-
-
Dill, K.E.1
Gentile, D.A.2
Richter, W.A.3
Dill, J.C.4
-
40
-
-
0032326055
-
Computer course enrollment, home computer access, and gender: Relationships to high school students' success with computer spreadsheet use for problem solving in pre-algebra
-
Dugdale, S., DeKoven, E., & Ju, M. (1998). Computer course enrollment, home computer access, and gender: Relationships to high school students' success with computer spreadsheet use for problem solving in pre-algebra. Journal of Educational Computing Research, 18(1), 49-62.
-
(1998)
Journal of Educational Computing Research
, vol.18
, Issue.1
, pp. 49-62
-
-
Dugdale, S.1
DeKoven, E.2
Ju, M.3
-
41
-
-
33746628457
-
Video game violence and the female player: Self- and opponent gender effects on presence and aggressive thoughts
-
Eastin, M.S. (2006). Video game violence and the female player: Self- and opponent gender effects on presence and aggressive thoughts. Human Communication Research, 32, 351-372.
-
(2006)
Human Communication Research
, vol.32
, pp. 351-372
-
-
Eastin, M.S.1
-
42
-
-
75749114226
-
-
Edge Staff, (March 10). Retrieved March 28, 2009, from
-
Edge Staff. (2008, March 10). Why the gender imbalance must be addressed. Retrieved March 28, 2009, from http://www.edge-online.com/features/why-gender-imbalance-must-be-addressed.
-
(2008)
Why the Gender Imbalance Must Be Addressed
-
-
-
44
-
-
34548438864
-
Serious play: Playing with race in contemporary gaming culture
-
In J. Raessens & J. Goldstein (Eds.), Cambridge: MIT Press
-
Everett, A. (2005). Serious play: Playing with race in contemporary gaming culture. In J. Raessens & J. Goldstein (Eds.), Handbook of computer game studies (pp. 311-326). Cambridge: MIT Press.
-
(2005)
Handbook of Computer Game Studies
, pp. 311-326
-
-
Everett, A.1
-
45
-
-
75749156353
-
Design method outline for activist gaming
-
In S. de Castell & J. Jenson (Eds), New York: Peter Lang
-
Flanagan, M., Howe, D., & Nissenbaum, H. (2007). Design method outline for activist gaming. In S. de Castell & J. Jenson (Eds), Worlds in play: International perspectives on digital games research (pp. 241-248). New York: Peter Lang.
-
(2007)
Worlds in Play: International Perspectives on Digital Games Research
, pp. 241-248
-
-
Flanagan, M.1
Howe, D.2
Nissenbaum, H.3
-
46
-
-
0027499087
-
Reevaluating the impact of video games
-
Funk, J.B. (1993). Reevaluating the impact of video games. Clinical Pediatrics, 32, 86-90.
-
(1993)
Clinical Pediatrics
, vol.32
, pp. 86-90
-
-
Funk, J.B.1
-
47
-
-
0141600354
-
Video games and the pleasure of control
-
In D. Zillman & P. Vorderer (Eds.), Mahwah, NJ: Lawrence Erlbaum
-
Grodal, T. (2000). Video games and the pleasure of control. In D. Zillman & P. Vorderer (Eds.), Media entertainment: The psychology of its appeal (pp. 197-213). Mahwah, NJ: Lawrence Erlbaum.
-
(2000)
Media Entertainment: The Psychology of Its Appeal
, pp. 197-213
-
-
Grodal, T.1
-
48
-
-
1442358543
-
Content and ratings of teen-rated video games
-
February 18
-
Haninger, K., & Thompson, K.M. (2004, February 18). Content and ratings of teen-rated video games. Journal of the American Medical Association, 291, 856-865.
-
(2004)
Journal of the American Medical Association
, vol.291
, pp. 856-865
-
-
Haninger, K.1
Thompson, K.M.2
-
49
-
-
75749084156
-
Gender identity, play style, and the design of games for classroom learning
-
In Y. Kafai, C. Heeter, J. Denner, & J. Sun (Eds.), Cambridge: MIT Press
-
Heeter, C., & Winn, B. (2008). Gender identity, play style, and the design of games for classroom learning. In Y. Kafai, C. Heeter, J. Denner, & J. Sun (Eds.), Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming (pp. 281-300). Cambridge: MIT Press.
-
(2008)
Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming
, pp. 281-300
-
-
Heeter, C.1
Winn, B.2
-
50
-
-
75749102310
-
Gender, violence and victimization in top-selling video games
-
(August). Paper presented at the annual meeting of the Association for Education in Journalism and Mass Communication, Miami Beach, FL. [AQ: 16]
-
Heintz-Knowles, K., & Henderson, J. (2002, August). Gender, violence and victimization in top-selling video games. Paper presented at the annual meeting of the Association for Education in Journalism and Mass Communication, Miami Beach, FL. [AQ: 16].
-
(2002)
-
-
Heintz-Knowles, K.1
Henderson, J.2
-
51
-
-
48749115433
-
-
International Game Developers Association., Retrieved March 28 2009, from [AQ: 17]
-
International Game Developers Association. (2005). Game developer demographics: An exploration of workforce diversity. Retrieved March 28, 2009, from http://www.igda.org/diversity/report.php [AQ: 17].
-
(2005)
Game Developer Demographics: An Exploration of Workforce Diversity
-
-
-
52
-
-
84949546474
-
Mobilizing the imagination in everyday play: The case of Japanese media mixes
-
In S. Livingstone & K. Drotner (Eds.), Thousand Oaks, CA: Sage
-
Ito, M. (2008). Mobilizing the imagination in everyday play: The case of Japanese media mixes. In S. Livingstone & K. Drotner (Eds.), International handbook of children, media, and culture (pp. 397-412). Thousand Oaks, CA: Sage.
-
(2008)
International Handbook of Children, Media, and Culture
, pp. 397-412
-
-
Ito, M.1
-
53
-
-
85053487519
-
Still a man's game: Gender representation in online reviews of video games
-
Ivory, J.D. (2006). Still a man's game: Gender representation in online reviews of video games. Mass Communication and Society, 9, 103-114.
-
(2006)
Mass Communication and Society
, vol.9
, pp. 103-114
-
-
Ivory, J.D.1
-
54
-
-
75749125481
-
Video games are from Mars, not Venus: Gender, electronic game play and attitudes toward the medium
-
(August). Paper presented at the annual meeting of the Association for Education in Journalism and Mass Communication, Miami Beach, FL
-
Ivory, J.D., & Wilkerson, H. (2002, August). Video games are from Mars, not Venus: Gender, electronic game play and attitudes toward the medium. Paper presented at the annual meeting of the Association for Education in Journalism and Mass Communication, Miami Beach, FL.
-
(2002)
-
-
Ivory, J.D.1
Wilkerson, H.2
-
55
-
-
0040595634
-
-
(Original work published), London: Penguin Classics
-
James, H. (1986). The portrait of a lady. London: Penguin Classics. (Original work published 1908).
-
(1986)
The Portrait of a Lady
-
-
James, H.1
-
56
-
-
33847284601
-
The Lara phenomenon: Powerful female characters in video games
-
Jansz, J., & Martis, R.G. (2007). The Lara phenomenon: Powerful female characters in video games. Sex Roles, 56, 141.
-
(2007)
Sex Roles
, vol.56
, pp. 141
-
-
Jansz, J.1
Martis, R.G.2
-
57
-
-
70350086581
-
Her own boss: Gender and the pursuit of incompetent play
-
In S. de Castell & J. Jenson (Eds.),. Retrieved March 28 2009, fromthe, Vancouver, British Columbia, Canada: University of Vancouver
-
Jenson, J., & de Castell, S. (2005). Her own boss: Gender and the pursuit of incompetent play. In S. de Castell & J. Jenson (Eds.), Changing views: World in play. Vancouver, British Columbia, Canada: University of Vancouver. Retrieved March 28, 2009, from the DiGRA Digital Library Web site: http://www.digra.org/dl/db/06278.27455.pdf.
-
(2005)
Changing Views: World in Play
-
-
Jenson, J.1
de Castell, S.2
-
58
-
-
75749086511
-
You're going to die: Gender, performance and digital gameplay
-
(October). Paper presented at the Computers and Advanced Technology in Education (CATE) Conference, Lima, Peru
-
Jenson, J., & de Castell, S. (2006, October). You're going to die: Gender, performance and digital gameplay. Paper presented at the Computers and Advanced Technology in Education (CATE) Conference, Lima, Peru.
-
(2006)
-
-
Jenson, J.1
de Castell, S.2
-
59
-
-
75749156725
-
Girls playing games: Rethinking stereotypes
-
November
-
Jenson, J., & de Castell, S. (2007). Girls playing games: Rethinking stereotypes. Futureplay 2007, November, 9-16.
-
(2007)
Futureplay
, pp. 9-16
-
-
Jenson, J.1
de Castell, S.2
-
60
-
-
75749106743
-
Theorizing gender and digital gameplay: Oversights, accidents and surprises
-
Jenson, J., & de Castell, S. (2008). Theorizing gender and digital gameplay: Oversights, accidents and surprises. Eludamos. Journal for Computer Game Culture, 2(1), 15-25.
-
(2008)
Eludamos. Journal for Computer Game Culture
, vol.2
, Issue.1
, pp. 15-25
-
-
Jenson, J.1
de Castell, S.2
-
62
-
-
58149341206
-
Genderplay in a tween gaming club
-
In Y. Kafai, C. Heeter, J. Denner, & J. Sun (Eds.), Cambridge: MIT Press
-
Kafai, Y.B. (2008). Genderplay in a tween gaming club. In Y. Kafai, C. Heeter, J. Denner, & J. Sun (Eds.), Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming (pp. 111-124). Cambridge: MIT Press.
-
(2008)
Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming
, pp. 111-124
-
-
Kafai, Y.B.1
-
64
-
-
75749146745
-
Using 3D gaming technology to draw students into computer science
-
Paper presented at the Game Design and Technology Workshop and Conference, Liverpool, UK
-
Kelleher, C.A. (2006). Using 3D gaming technology to draw students into computer science. Paper presented at the Game Design and Technology Workshop and Conference, Liverpool, UK.
-
(2006)
-
-
Kelleher, C.A.1
-
65
-
-
75749089752
-
Using storytelling to introduce girls to computer programming
-
2008, In Y. Kafai, C. Heeter, J. Denner, & J. Sun (Eds.), [AQ: 18], Cambridge: MIT Press
-
Kelleher, C. (2008). Using storytelling to introduce girls to computer programming. (2008). In Y. Kafai, C. Heeter, J. Denner, & J. Sun (Eds.), Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming (pp. 247-264). Cambridge: MIT Press. [AQ: 18].
-
(2008)
Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming
, pp. 247-264
-
-
Kelleher, C.1
-
66
-
-
33847318410
-
Lara Croft: Feminist icon or cyberbimbo?
-
Retrieved March 28 2009, from
-
Kennedy, H.W. (2002). Lara Croft: Feminist icon or cyberbimbo? Game Studies, 2(2). Retrieved March 28, 2009, from http://www.gamestudies.org/0202/kennedy/.
-
(2002)
Game Studies
, vol.2
, Issue.2
-
-
Kennedy, H.W.1
-
67
-
-
0038630618
-
-
Washington, DC: American Association for University Women Educational Foundation
-
Kramarae, C. (2001). The third shift: Women learning online. Washington, DC: American Association for University Women Educational Foundation.
-
(2001)
The Third Shift: Women Learning Online
-
-
Kramarae, C.1
-
70
-
-
0030553795
-
The masculine image of careers in science and technology: Fact or fantasy?
-
Lightbody, P., & Durndell, A. (1996). The masculine image of careers in science and technology: Fact or fantasy? British Journal of Educational Psychology, 66, 231-246.
-
(1996)
British Journal of Educational Psychology
, vol.66
, pp. 231-246
-
-
Lightbody, P.1
Durndell, A.2
-
71
-
-
75749121572
-
Body, space and gendered gaming experiences: A cultural geography of homes, dormitories and cybercafes
-
In Y. Kafai, C. Heeter, J. Denner, & J. Sun (Eds.), Cambridge: MIT Press
-
Lin, H. (2008). Body, space and gendered gaming experiences: A cultural geography of homes, dormitories and cybercafes. In Y. Kafai, C. Heeter, J. Denner, & J. Sun (Eds.), Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming (pp. 67-81). Cambridge: MIT Press.
-
(2008)
Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming
, pp. 67-81
-
-
Lin, H.1
-
72
-
-
0002405995
-
Situating differences: The case of gender and computer technology
-
In J. Bliss, R. Säljö, & P. Light (Eds.), Amsterdam: Pergamon
-
Littleton, K., & Bannert, M. (1999). Situating differences: The case of gender and computer technology. In J. Bliss, R. Säljö, & P. Light (Eds.), Advances in learning and instruction series (pp. 171-182). Amsterdam: Pergamon.
-
(1999)
Advances in Learning and Instruction Series
, pp. 171-182
-
-
Littleton, K.1
Bannert, M.2
-
73
-
-
0345555026
-
The gendering of information technology
-
In N. Yelland, & A. Rubin (Eds.), New York: Peter Lang
-
Littleton, K., & Hoyles, C. (2002). The gendering of information technology. In N. Yelland, & A. Rubin (Eds.), Ghosts in the machine: Women's voices in research with technology (pp. 3-32). New York: Peter Lang.
-
(2002)
Ghosts in the Machine: Women's Voices in Research with Technology
, pp. 3-32
-
-
Littleton, K.1
Hoyles, C.2
-
74
-
-
84920695331
-
Reconstructing culture in educational research
-
In G. Spindler & L. Hammond (Eds.), Mahwah, NJ: Lawrence Erlbaum
-
McDermott, R., & Varenne, H. (2006). Reconstructing culture in educational research. In G. Spindler & L. Hammond (Eds.), Innovations in educational ethnography: Theory, methods, and results (pp. 3-32). Mahwah, NJ: Lawrence Erlbaum.
-
(2006)
Innovations in Educational Ethnography: Theory, Methods, and Results
, pp. 3-32
-
-
McDermott, R.1
Varenne, H.2
-
75
-
-
0041113384
-
-
Media Analysis Laboratory., (October), Retrieved March 28 2009, from, Burnaby, British Columbia, Canada: Simon Fraser University
-
Media Analysis Laboratory. (1998, October). Video game culture: Leisure and play preferences of B.C. teens. Burnaby, British Columbia, Canada: Simon Fraser University. Retrieved March 28, 2009, from http://www.media-awareness.ca/english/resources/research_documents/studies/video_games/video_game_culture.cfm.
-
(1998)
Video Game Culture: Leisure and Play Preferences of B.C. Teens
-
-
-
76
-
-
35949002428
-
Re-inscribing gender binaries: Deconstructing the dominant discourse around women's equality in science, engineering, and technology
-
Phipps, A. (2007). Re-inscribing gender binaries: Deconstructing the dominant discourse around women's equality in science, engineering, and technology. Sociological Review, 55, 511-528.
-
(2007)
Sociological Review
, vol.55
, pp. 511-528
-
-
Phipps, A.1
-
79
-
-
34547441041
-
Women and games: Technologies of the gendered self
-
Royce, P., Joon, L., Undrahbuyan, B., Hopson, M., & Consalvo, M. (2007). Women and games: Technologies of the gendered self. New Media & Society, 9, 555-576.
-
(2007)
New Media & Society
, vol.9
, pp. 555-576
-
-
Royce, P.1
Joon, L.2
Undrahbuyan, B.3
Hopson, M.4
Consalvo, M.5
-
80
-
-
51149091496
-
Game on: Hero returns to slay his dragons
-
(February 11). Retrieved March 28 2009, from[AQ: 19]
-
Schiesel, S. (2007, February 11). Game on: Hero returns to slay his dragons. New York Times. Retrieved March 28, 2009, from http://www.nytimes.com [AQ: 19].
-
(2007)
New York Times
-
-
Schiesel, S.1
-
82
-
-
34547411090
-
Girl gamers and their relationship with the gaming culture
-
Schott, G.R., & Horrell, K.R. (2000). Girl gamers and their relationship with the gaming culture. Convergence: The International Journal of Research into New Media Technologies, 6(4), 36-53.
-
(2000)
Convergence: The International Journal of Research into New Media Technologies
, vol.6
, Issue.4
, pp. 36-53
-
-
Schott, G.R.1
Horrell, K.R.2
-
83
-
-
56149090865
-
The effects of the presence and contexts of video game violence on children: A longitudinal study in Japan
-
Shibuya, A., Sakamoto, A., Ihori, N., & Yukawa, S. (2008). The effects of the presence and contexts of video game violence on children: A longitudinal study in Japan. Simulation & Gaming: An Interdisciplinary Journal, 39, 528-539.
-
(2008)
Simulation & Gaming: An Interdisciplinary Journal
, vol.39
, pp. 528-539
-
-
Shibuya, A.1
Sakamoto, A.2
Ihori, N.3
Yukawa, S.4
-
84
-
-
0000613461
-
The effect of computer use on gender differences in attitudes to computers
-
Siann, G., Macleod, H., Glissov, P., & Durndell, A. (1990). The effect of computer use on gender differences in attitudes to computers. Computers & Education, 14, 183-191.
-
(1990)
Computers & Education
, vol.14
, pp. 183-191
-
-
Siann, G.1
Macleod, H.2
Glissov, P.3
Durndell, A.4
-
85
-
-
75749151008
-
GDC 07: Miyamoto speaks
-
(March 8). Retrieved March 28 2009, from
-
Sinclair, B. (2007, March 8). GDC 07: Miyamoto speaks. Gamespot. Retrieved March 28, 2009, from http://www.gamespot.com/wii/sports/wiisports/news.html?sid=6167078&cpage=37&prev_button=1.
-
(2007)
Gamespot
-
-
Sinclair, B.1
-
86
-
-
20444458145
-
Popular video games: Quantifying the presentation of violence and its context
-
Retrieved March 26 2009, from [AQ: 20], Gale database
-
Smith, S.L., Lachlan, K., & Tamborini, R. (2003). Popular video games: Quantifying the presentation of violence and its context. Journal of Broadcasting & Electronic Media, 47(1), 58. Retrieved March 26, 2009, from Gale database. [AQ: 20].
-
(2003)
Journal of Broadcasting & Electronic Media
, vol.47
, Issue.1
, pp. 58
-
-
Smith, S.L.1
Lachlan, K.2
Tamborini, R.3
-
87
-
-
0344261157
-
Where the girls aren't
-
(January 12). Retrieved March 28 2009, from
-
Stabiner, K. (2003, January 12). Where the girls aren't. New York Times. Retrieved March 28, 2009, from http://www.nytimes.com/2003/01/12/education/where-the-girls-aren-t.html.
-
(2003)
New York Times
-
-
Stabiner, K.1
-
88
-
-
84970226661
-
Equity and computers in the schools: A decade of research
-
Sutton, R.E. (1991). Equity and computers in the schools: A decade of research. Review of Educational Research, 61, 475-503.
-
(1991)
Review of Educational Research
, vol.61
, pp. 475-503
-
-
Sutton, R.E.1
-
89
-
-
33645257797
-
Violent virtual video games and hostile thoughts
-
Tamborini, R., Eastin, M.S., Skalski, P., Lachlan, K., Fediuk, T.A., & Brady, R. (2004). Violent virtual video games and hostile thoughts. Journal of Broadcasting & Electronic Media, 48, 335-357.
-
(2004)
Journal of Broadcasting & Electronic Media
, vol.48
, pp. 335-357
-
-
Tamborini, R.1
Eastin, M.S.2
Skalski, P.3
Lachlan, K.4
Fediuk, T.A.5
Brady, R.6
-
90
-
-
21844509532
-
Exploration of the relationship between prior computing experience and gender on success in college computer science
-
Taylor, H., & Mounfield, L. (1994). Exploration of the relationship between prior computing experience and gender on success in college computer science. Journal of Educational Computing, 11, 291-306.
-
(1994)
Journal of Educational Computing
, vol.11
, pp. 291-306
-
-
Taylor, H.1
Mounfield, L.2
-
91
-
-
75749158257
-
Gender in play: Mapping a girls' gaming club
-
(September). In B. Akira (Ed.), Retrieved March 28 2009, fromthe, Tokyo: The University of Tokyo. Retrieved March 28, fromthe DiGRA Digital Library Web site
-
Taylor, N., Jenson, J., & de Castell, S. (2007, September). Gender in play: Mapping a girls' gaming club. In B. Akira (Ed.), Situated play (pp. 302-308). Tokyo: The University of Tokyo. Retrieved March 28, 2009, from the DiGRA Digital Library Web site: http://www.digra.org/dl/search_results?general_search_index=Gender+in+play%3A+Mapping+a+girls%92+gaming+club&SUBMIT=Search.
-
(2007)
Situated Play
, pp. 302-308
-
-
Taylor, N.1
Jenson, J.2
de Castell, S.3
-
93
-
-
75749149068
-
Becoming a player: Networks, structures, and imagined futures
-
In Y. Kafai, C. Heeter, J. Denner, & J. Sun (Eds.), Cambridge: MIT Press
-
Taylor, T.L. (2008). Becoming a player: Networks, structures, and imagined futures. In Y. Kafai, C. Heeter, J. Denner, & J. Sun (Eds.), Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming (pp. 51-65). Cambridge: MIT Press.
-
(2008)
Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming
, pp. 51-65
-
-
Taylor, T.L.1
-
94
-
-
61249674904
-
It's a boy thing: Gaming, gender and geeks
-
Thornham, H. (2008). It's a boy thing: Gaming, gender and geeks. Feminist Media Studies, 8, 127-142.
-
(2008)
Feminist Media Studies
, vol.8
, pp. 127-142
-
-
Thornham, H.1
-
95
-
-
0002688370
-
Computational reticence: Why women fear the intimate machine
-
In C. Kramarae (Ed.), London: Routledge
-
Turkle, S. (1988). Computational reticence: Why women fear the intimate machine. In C. Kramarae (Ed.), Technology and women's voices: Keeping in touch (pp. 41-61). London: Routledge.
-
(1988)
Technology and Women's Voices: Keeping in Touch
, pp. 41-61
-
-
Turkle, S.1
-
97
-
-
0036101852
-
Gendering the internet: Claims, controversies and cultures
-
van Zoonen, L. (2002). Gendering the internet: Claims, controversies and cultures, European Journal of Communication, 17(1), 5-23.
-
(2002)
European Journal of Communication
, vol.17
, Issue.1
, pp. 5-23
-
-
van Zoonen, L.1
-
98
-
-
0004281233
-
-
University Park: Pennsylvania State University Press
-
Wajcman, J. (1991). Feminism confronts technology. University Park: Pennsylvania State University Press.
-
(1991)
Feminism Confronts Technology
-
-
Wajcman, J.1
-
99
-
-
61149624458
-
Playing the game: Young girls performing feminity in videogame play
-
Walkerdine, V. (2006). Playing the game: Young girls performing feminity in videogame play. Feminist Media Studies, 6, 519-537.
-
(2006)
Feminist Media Studies
, vol.6
, pp. 519-537
-
-
Walkerdine, V.1
-
101
-
-
75749095714
-
-
Retrieved June 30 2008, from
-
Walkerdine, V., Thomas, A., & Studdert, D. (1998). Young children and video games: Dangerous pleasures and pleasurable dangers. Retrieved June 30, 2008, from http://creativetechnology.salford.ac.uk/fuchs/projects/downloads/young_children_and_videogames.htm.
-
(1998)
Young Children and Video Games: Dangerous Pleasures and Pleasurable Dangers
-
-
Walkerdine, V.1
Thomas, A.2
Studdert, D.3
-
102
-
-
85069548819
-
Understanding computer game cultures: A situated approach
-
In E. Green and A. Adam (Eds.), London: Routledge
-
Yates, S., & Littleton, K. (2001). Understanding computer game cultures: A situated approach. In E. Green and A. Adam (Eds.), Virtual gender: Technology, consumption and identity (pp. 103-23). London: Routledge.
-
(2001)
Virtual Gender: Technology, Consumption and Identity
, pp. 103-123
-
-
Yates, S.1
Littleton, K.2
-
103
-
-
36949028583
-
Maps of digital desires: Exploring the topography of gender and play in online games
-
In Y. Kafai, C. Heeter, J. Denner, & J. Sun (Eds.), Cambridge: MIT Press
-
Yee, N. (2008). Maps of digital desires: Exploring the topography of gender and play in online games. In Y. Kafai, C. Heeter, J. Denner, & J. Sun (Eds.), Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming (pp. 83-96). Cambridge: MIT Press.
-
(2008)
Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming
, pp. 83-96
-
-
Yee, N.1
|