Carr, Diane;
Pelletier, Caroline;
(2008)
Gamers, Gender and Representation.
In: Ferdig, R, (ed.)
Handbook of Research on Effective Electronic Gaming in Education.
(pp. 911-921).
IGI Global: Hershey, PA.
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Abstract
The issue of gender reoccurs in debates about the introduction of computer games into formal learning contexts. There is a fear that girls will be alienated rather than engaged by games in the classroom. There is also concern over sexist imagery, and thus about representational aspects of computer games. In this paper, particular aspects of these issues are addressed in turn. The authors explore the issue of gender and gendered game preferences, in relation to the cultural framing of the gaming audience. Attention is then directed at the issue of representation, with a consideration of the tensions between representation, meaning and playability. These issues are considered primarily through perspectives drawn from media studies, and with reference to recent work from the emerging field of computer game studies.
Type: | Book chapter |
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Title: | Gamers, Gender and Representation |
ISBN: | 1599048086 |
ISBN-13: | 9781599048086 |
Open access status: | An open access version is available from UCL Discovery |
DOI: | 10.4018/978-1-59904-808-6 |
Publisher version: | https://doi.org/10.4018/978-1-59904-808-6 |
Additional information: | This paper has been closed as the permission from the publisher has not been verified. |
UCL classification: | UCL UCL > Provost and Vice Provost Offices > School of Education UCL > Provost and Vice Provost Offices > School of Education > UCL Institute of Education UCL > Provost and Vice Provost Offices > School of Education > UCL Institute of Education > IOE - Culture, Communication and Media |
URI: | https://discovery-pp.ucl.ac.uk/id/eprint/1561011 |
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