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

conference contribution
posted on 2005-01-01, 00:00 authored by Catherine BeavisCatherine Beavis
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 café who 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.

History

Event

Digital Games Research Conference

Pagination

339 - 349

Publisher

DiGRA

Location

Vancouver, BC, Canada

Place of publication

Tampere, Finland

Start date

2005-06-16

End date

2005-06-20

Language

eng

Publication classification

E1 Full written paper - refereed

Copyright notice

2005, Authors & Digital Games Research Association DiGRA

Editor/Contributor(s)

S de Castell, J Jenson

Title of proceedings

Changing views: worlds in play. Selected papers of the 2005 Digital Games Research Association`s second international conference

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