In this chapter we study how one girl learned to participate in what was for her a new setting of play – a virtual world called Whyville.net with an emphasis on science education, populated by over a million young people ages eight to sixteen. Girls in particular have become prominent players in virtual worlds, a trend counter to many early observations that documented the absence of girls and women in gaming and technology at large (e.g., Cassell & Jenkins, 1998). The study of virtual worlds as play spaces then allows us to continue a conversation about gender and gaming to understand better “which games [girls] play, why and with whom, and whether they take advantage of in-game opportunities to generate, not just consume game experiences”...
In this paper, we investigate racial diversity in avatar design and public discussions about race wi...
In this paper, we investigate racial diversity in avatar design and public discussions about race wi...
Unlike many games that provide quests with goals and tasks for players to accomplish alone or in col...
In this chapter we study how one girl learned to participate in what was for her a new setting of pl...
Little is known about how girl players navigate through virtual worlds, negotiate their identity, an...
Little is known about how girl players navigate through virtual worlds, negotiate their identity, an...
Much of current research on adult gaming has focused on why and how women join online role-playing g...
Avatars in online games and worlds are seen as players\u27 key representations in interactions with ...
Avatars in online games and worlds are seen as players\u27 key representations in interactions with ...
Few studies have examined gender and game play from the perspective of boys’ participation. In this ...
Avatars in online games and worlds are seen as players’ key representations in interactions with eac...
Avatars in online games and worlds are seen as players’ key representations in interactions with eac...
Avatars in online games and worlds are seen as players’ key representations in interactions with eac...
Avatars in online games and worlds are seen as players ’ key representations in interactions with ea...
The chapter examines the importance of online social interactions and relationship play among tweens...
In this paper, we investigate racial diversity in avatar design and public discussions about race wi...
In this paper, we investigate racial diversity in avatar design and public discussions about race wi...
Unlike many games that provide quests with goals and tasks for players to accomplish alone or in col...
In this chapter we study how one girl learned to participate in what was for her a new setting of pl...
Little is known about how girl players navigate through virtual worlds, negotiate their identity, an...
Little is known about how girl players navigate through virtual worlds, negotiate their identity, an...
Much of current research on adult gaming has focused on why and how women join online role-playing g...
Avatars in online games and worlds are seen as players\u27 key representations in interactions with ...
Avatars in online games and worlds are seen as players\u27 key representations in interactions with ...
Few studies have examined gender and game play from the perspective of boys’ participation. In this ...
Avatars in online games and worlds are seen as players’ key representations in interactions with eac...
Avatars in online games and worlds are seen as players’ key representations in interactions with eac...
Avatars in online games and worlds are seen as players’ key representations in interactions with eac...
Avatars in online games and worlds are seen as players ’ key representations in interactions with ea...
The chapter examines the importance of online social interactions and relationship play among tweens...
In this paper, we investigate racial diversity in avatar design and public discussions about race wi...
In this paper, we investigate racial diversity in avatar design and public discussions about race wi...
Unlike many games that provide quests with goals and tasks for players to accomplish alone or in col...