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Understanding computer game cultures: A situated approach

Yates, Simeon J. and Littleton, Karen (2001). Understanding computer game cultures: A situated approach. In: Green, Eileen and Adam, Alison eds. Virtual gender: Technology, consumption and identity. London, UK: Routledge, pp. 103–123.

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About the book: As yet there has been relatively little published on women's activities in relation to new digital technologies. Virtual Gender brings together theoretical perspectives from feminist theory, the sociology of technology and gender studies with well designed empirical studies to throw new light on the impact of ICTs on contemporary social life.
A line-up of authors from around the world looks at the gender and technology issues related to leisure, pleasure and consumption, identity and self. Their research is set against a backcloth of renewed interest in citizenship and ethics and how these concepts are recreated in an on-line situation, particularly in local settings.
With chapters on subjects ranging from gender-switching on-line, computer games, and cyberstalking to the use of the domestic telephone, this stimulating collection challenges the stereotype of woman as a passive victim of technology. It offers new ways of looking at the many dimensions in which ICTs can be said to be gendered and will be a rich resource for students and teachers in this expanding field of study.

Item Type: Book Section
ISBN: 0-415-23314-3, 978-0-415-23314-9
Academic Unit/School: Faculty of Wellbeing, Education and Language Studies (WELS)
Research Group: Centre for Research in Education and Educational Technology (CREET)
Item ID: 11637
Depositing User: Karen Littleton
Date Deposited: 10 Sep 2008 00:58
Last Modified: 07 Dec 2018 09:12
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