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Gendered Barriers to Participation in Gaming Culture

Published: 24 April 2015 Publication History

Abstract

Existing scholarship on gender in gaming does not well consider social structural factors, instead either psychologizing gender issues or rendering it an insignificant variable altogether [1]. Thus, we aim to build on this literature by focusing our analytical frame on conditions of gaming environments that may spur unequal participation by gender. In this paper, we describe the variety of intersections that can occur between interest, gaming communities, and gender, as well as how these intersections impact womens' ability to interact and access the learning potential of these environments.

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Bryce, J. and Rutter, J. 2002. Killing like a girl: Gendered gaming and girl gamers' visibility. Paper presented at the Computer Games and Digital Culture Conferences.
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Sveningsson, M. 2012. Playing Along. In Gender and sexuality in online game cultures: Passionate play. Routledge: London.
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Taylor, T. L. 2004. Where the women are (pp. 93--124). Play between worlds: Exploring online game culture. Cambridge, MA: MIT Press.
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Cited By

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  • (2020)"We want to push the industry via communication"... Designing Communication Measures to Foster Gender Diversity in a Video Game CompanyProceedings of the ACM on Human-Computer Interaction10.1145/33751964:GROUP(1-26)Online publication date: 4-Jan-2020
  • (2019)Hacking Masculine Cultures - Career Ambitions of Female Young Professionals in a Video Game CompanyProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3311350.3347186(413-426)Online publication date: 17-Oct-2019

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cover image ACM Other conferences
GenderIT '15: Proceedings of the Third Conference on GenderIT
April 2015
68 pages
ISBN:9781450335966
DOI:10.1145/2807565
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • University of Pennsylvania: University of Pennsylvania

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 24 April 2015

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Author Tags

  1. Game Communities
  2. Games
  3. Gender
  4. LittleBigPlanet 2
  5. Professional Wrestling
  6. StarCraft 2

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  • Short-paper
  • Research
  • Refereed limited

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GenderIT '15
GenderIT '15: The Third Conference on GenderIT
April 24, 2015
PA, Philadelphia, USA

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Overall Acceptance Rate 39 of 55 submissions, 71%

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Cited By

View all
  • (2020)"We want to push the industry via communication"... Designing Communication Measures to Foster Gender Diversity in a Video Game CompanyProceedings of the ACM on Human-Computer Interaction10.1145/33751964:GROUP(1-26)Online publication date: 4-Jan-2020
  • (2019)Hacking Masculine Cultures - Career Ambitions of Female Young Professionals in a Video Game CompanyProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3311350.3347186(413-426)Online publication date: 17-Oct-2019

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