Pretty good for a girl: gender, identity and computer games
Keywords:
gender, learning, identity, curriculum, english, computer gamesAbstract
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.Downloads
Published
2005-01-01
Bibtex
@Conference{digra236, title ="Pretty good for a girl: gender, identity and computer games", year = "2005", author = "Beavis, Catherine", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/236}", booktitle = "Proceedings of DiGRA 2005 Conference: Changing Views: Worlds in Play"}
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Papers
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© Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is
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