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7 result(s) for "Corneliussen, Hilde"
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Gender-technology relations : exploring stability and change
\"Through empirical material as well as theoretical discussions, this book explores developments in gender-technology relations from the 1980s to today. The author draws on her long-lasting research in the field, providing insight in both historical and more recent discussions of gender in relation to computers and computing\"-- Provided by publisher.
Digital culture, play, and identity : a World of Warcraft reader
Exploring 'World of Warcraft' as both cultural phenomenon and game, with contributions from writers and researchers who have immersed themselves in the WoW gameworld, this study examines such things as how WoW reflects the real world, its construction of gender and its treatment of death.
'I fell in love with the machine' Women's pleasure in computing
Enthusiasm over technology is found among men. Or, at least, that is the impression we get from the main body of earlier research, which leaves us with an understanding of men as computer enthusiasts, while women are more reluctant and 'rational' in their relation to the computer. In this paper I will argue that women do in fact enjoy working with computers. The empirical material is from a study of a group of students taking a computer course. We will meet women who enjoy working with computers, and explore how they express their pleasure in relation to the computer. Contrary to earlier claims that 'computing is incompatible with being a girl', we will find that many of the 21 women in this study are not afraid to articulate their pleasure in computing.
Manifestations and Contestations of Hegemony in Video Gaming by Immigrant Youth in Norway
Abstract This chapter reports from a qualitative study on how identity categories, including gender and ethnicity, are experienced and constructed through video gaming among immigrant youth in Norway. The aim here is to explore the manifestations and contestations of gendered power and hegemonic practices among the young immigrant girls and boys. This chapter builds on research about everyday media use especially video games, and our analysis is based on theories of hegemony, power, gender, and ethnicity. Three key findings are observed from the study: (a) video games acting as a bridge between ethnic minority boys (not so much with the girls) and ethnic Norwegians, (b) hegemonic gendered practices, emphasizing the “otherness,” in particular for girls adhering to the category of gamer, and finally, to a lesser degree, (c) marginalization within video games on the basis of being a non-Western youth in a Western context. As such the study simultaneously not only confirms but also challenges dominant discourses on video games by suggesting that, although some positive strides have been made, the claims of a post-gender neutral online world, or celebrations of an inclusive and democratic online media culture, especially video gaming, are still premature.