Young people\u27s participation in the online world of digital culture is one of the fastest and most efficient means by which they become proficient in the management of ICTs, and in the new literacies emerging there. In a predominantly male field, however, less is known about what characterises and contributes to young women\u27s successful participation in online popular culture. 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 project had two foci: (i) the proposition that that there are gender related significantly different patterns of engagement both with different forms of new media (Kress 2000) and with the ...
What kind of computer games do girls like? Games developers, various games theorists, and educators ...
This paper develops out of ongoing research into the location and use of digital gaming in practices...
This 5-page paper, provided by the National Institute for Women in Trades, Technology and Science,Â...
Young people’s participation in online digital culture is one of the most efficient means by w...
This paper examines gender and computer game playing, in particular questions of identity, access an...
The need for literacy and the English curriculum to attend to digital literacies in the twenty-first...
In this paper, we will present findings from the first twelve months of a research and development p...
In the past twenty-five years, the production of digital games has become a global media industry st...
The motivation for this study is the under-representation of females in computer science education a...
This paper challenges notions of gendered game playing practice implicit in much research into young...
To better understand boys’ privilege and girls’ educational disadvantage with regard to video games,...
This paper focuses on the ways girls use digital environments, like Word, PowerPoint and chatting pr...
Few spaces exist in schools that require students to research, play and design digital games. This p...
Popular culture and the digital world are an important part of many children’s lives. Computer games...
In a reinforcing cycle, few females create games, and fewer girls than boys play games. According to...
What kind of computer games do girls like? Games developers, various games theorists, and educators ...
This paper develops out of ongoing research into the location and use of digital gaming in practices...
This 5-page paper, provided by the National Institute for Women in Trades, Technology and Science,Â...
Young people’s participation in online digital culture is one of the most efficient means by w...
This paper examines gender and computer game playing, in particular questions of identity, access an...
The need for literacy and the English curriculum to attend to digital literacies in the twenty-first...
In this paper, we will present findings from the first twelve months of a research and development p...
In the past twenty-five years, the production of digital games has become a global media industry st...
The motivation for this study is the under-representation of females in computer science education a...
This paper challenges notions of gendered game playing practice implicit in much research into young...
To better understand boys’ privilege and girls’ educational disadvantage with regard to video games,...
This paper focuses on the ways girls use digital environments, like Word, PowerPoint and chatting pr...
Few spaces exist in schools that require students to research, play and design digital games. This p...
Popular culture and the digital world are an important part of many children’s lives. Computer games...
In a reinforcing cycle, few females create games, and fewer girls than boys play games. According to...
What kind of computer games do girls like? Games developers, various games theorists, and educators ...
This paper develops out of ongoing research into the location and use of digital gaming in practices...
This 5-page paper, provided by the National Institute for Women in Trades, Technology and Science,Â...