Resources

Resources included in these libraries were submitted by ITEST projects or STELAR and are relevant to the work of the NSF ITEST Program. PDFs and/or URLs to the original resource are included in the resource description whenever possible. In some cases, full text publications are located behind publishers’ paywalls and a fee or membership to the third party site may be required for access. Permission for use must be requested through the publisher or author listed in each entry.

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Resources included in these libraries were submitted by ITEST projects or STELAR and are relevant to the work of the NSF ITEST Program. PDFs and/or URLs to the original resource are included in the resource description whenever possible. In some cases, full text publications are located behind publishers’ paywalls and a fee or membership to the third party site may be required for access. Permission for use must be requested through the publisher or author listed in each entry.

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Strangers In the "Myst" of Video Gaming: Ethics and Representation

Publication

In August 1999, Lara Croft donned the cover of Playboy. One month later, she held the cover page of PSM (Play Station Magazine, the most frequent figure appearing on the cover in PSM's history--four times in two years). The two images were strikingly different, as one can imagine. But, the implications of the two representations are indeed significant and call into question the ideas of reality, identity, gender, and representation. Which Lara Croft is "real?" Which one, if either, is a figure with whom girls and women in the world of games and beyond can identify in any meaningful way? Or, is

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Gender Issues in Online Communities

Publication

The Internet is imagined as an all-inclusive technology that will allow everyone, regardless of social status, gender, or ability, to communicate equally. The full title of a recent book is The Control Revolution: How the Internet is Putting Individuals in Charge and Changing the World We Know. But has the offline world really changed? Or is what is happening online merely a reflection of real-world power structures and communications? One possible answer is: the world has changed because online communities allow geographically diverse people to form relationships, whereas previously the mere

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Paradigms and Perversions: A Women's Place in Cyberspace

Publication

Brillo is an electronic journal devoted to the inclusion of marginalized voices in the movement towards a global information infrastructure. It's also cranky and witty and feminist and funny, and you can find it at [http://www.virago-net.com/brillo/ ]. We here reprint the editorial rant from the introductory issue and look back on our experiences with Brillo. This article is part of a special issue of the Computer Professionals for Social Responsibility (CPSR) Newsletter.

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Gender Differences in CMC: Findings and Implications

Publication

Starting with the early popularization of the Internet, and as recently as the mid-1990's, gender has been claimed to be invisible in text-based computer-mediated communication (CMC)-the absence of physical cues as to a message sender's identity was thought to remove all trace of information as to gender, race, social class, etc. from the message, making the medium inherently democratic and egalitarian. However, claims of widespread gender anonymity have not been supported by research on online interaction. In the present essay, I report on what has been found in a number of empirical studies

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