Pretty good for a girl: gender, identity and computer games

No Thumbnail Available
File version
Author(s)
Beavis, Catherine
Griffith University Author(s)
Primary Supervisor
Other Supervisors
Editor(s)

unknown

Date
2005
Size
File type(s)
Location

Vancouver, British Columbia, Canada

License
Abstract

Young people's participation in online digital culture is one of the most efficient means by which they become proficient in the management of Information and Communications Technologies and the new literacies emerging there. This paper reports on a small project investigating the gendered dimensions of teenagers' engagement in and out of school with stand-alone and multiplayer computer games. The study explored the game playing practices of a group of students in an English curriculum unit and the social and game playing practices of a group of young women of South East Asian backgrounds in a LAN caf頷ho had formed their own Counterstrike clan. It found that expertise is not just a matter of specific skills, strategies and familiarity, but is more broadly located within the complex dynamics of in- and out-of-school discourses and contexts that need to be factored in to the construction of gender-equitable pedagogy and curriculum.

Journal Title
Conference Title

Changing Views: Worlds in Play

Book Title
Edition
Volume
Issue
Thesis Type
Degree Program
School
DOI
Patent number
Funder(s)
Grant identifier(s)
Rights Statement
Rights Statement
Item Access Status
Note
Access the data
Related item(s)
Subject

Information Systems not elsewhere classified

Persistent link to this record
Citation