Taylor, T. L. (2006). Play Between Worlds: Exploring Online Game Culture. Cambridge, Mass.: MIT Press. [Chapter 4: Where the women are]
Who do you imagine as gamers? answer is simple: boys or men
A study in 2001 found women's population as more than that of man in online gaming. So the problem is not that girls do not play computer games but instead it is that they are ignored.
And the author is offering a focus on gender and computer games.
Social and identity play:
MMOGs are about connecting, chatting with people, forming and maintaining relationships. And women enjoy this connectivity.
For women identity exploration is widely seen: engagement with avatars, users are free to construct identities that doesn't really reflect their identities. - as Turkle noted, we reconstruct our identities when we are behind that virtual screen. There is another common approach for RPGs that is choosing characters that are actually opposite of how you would act and think in real life.
Avatars: not only an object representing you in virtual world but also influence the formation of identity and relationships.
Women state that: -they enjoy customizing their characters.
-that they have become more confident as they play.
Label Cloud
- 4C/ID
- absolute judgment
- affordance
- android
- app
- AppInventor
- architecture of learning environments
- automaticity
- behaviorism
- channel capacity
- chunking
- cog sci I
- cognitive load theory
- constructionism
- constructivism
- CTML
- dual coding theory
- educational design for media environments
- Educational design in media environments
- expertise reversal
- extra for april 13
- extra for april 6
- extra for week 2
- extra reading
- extra reading for April 6
- extra reading for Feb 23
- extra week 1
- fall 2011
- immediate memory
- information measurement
- information processing
- information processing theory
- instructional design
- magical number
- Narrative
- phonological loop
- prior knowledge
- recoding
- ROP
- scaffolding
- schema
- sensory memory
- Technovation Challenge
- trends and issues in instructional design
- unit 1
- unit 2
- unit 3
- unit 4
- video games/play in education
- virtual environments
- working memory
- zone of proximal development
Wednesday, April 20, 2011
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