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.
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.
What do you like? How do you feel? Who are you? This brightly illustrated children's book provides a straightforward introduction to gender for anyone aged 5-8. It presents clear and direct language for understanding and talking about how we experience gender: our bodies, our expression and our identity. An interactive three-layered wheel included in the book is a simple, yet powerful, tool to clearly demonstrate the difference between our body, how we express ourselves through our clothes and hobbies, and our gender identity. Ideal for use in the classroom or at home, a short page-by-page guide for adults at the back of the book further explains the key concepts and identifies useful discussion points. This is a one-of-a-kind resource for understanding and celebrating the gender diversity that surrounds us.
The Palgrave Handbook of Gender, Media and Communication in the Middle East and North Africa stands as an authoritative and up-to-date resource on the critical debates, research methods and ongoing reflections on how gender and communication intersect with the economic, social, political, and cultural fabrics of the countries in the MENA region. The Handbook comprises thirty-one chapters written by both established and rising scholars of gender, media, and digital technologies, and will rely on fresh data which seeks to capture the dynamic and complex realities of MENA societies, as well as the tensions and contradictions in the politics of gender and uses of communication technologies. The Handbook is split into six sections: Gender, Identities and Sexualities; The Gender of Politics; Gender and Activism; Gender-Based Violence; Gender and Entrepreneurship; and Gender in Expressive Cultures.
Race, Gender, and Deviance in Xbox Live provides a much-needed theoretical framework for examining deviant behavior and deviant bodies within one of the largest virtual gaming communities—Xbox Live. Previous research on video games has focused mostly on violence and examining violent behavior resulting from consuming this medium. This limited scope has skewed criminologists' understanding of video games and video game culture. Xbox Live has proven to be more than just a gaming platform for users. It has evolved into a multimedia entertainment outlet for more than 20 million users. This book examines the nature of social interactions within Xbox Live, which are often riddled with deviant behavior, including but not limited to racism and sexism. The text situates video games within a hegemonic framework deploying whiteness and masculinity as the norm. The experiences of the marginalized bodies are situated within the framework of deviance as they fail to conform to the hegemonic norm and become victims of racism, sexism, and other types of harassment.
Were men the only hunters and producers of tools, art and innovation in prehistory? Were women the only gatherers, home-bound breeders and caregivers? Are all prehistoric female depictions mother goddesses? And do women and men have equal career chances in archaeology? To put it short, no. However, these are some of the gender stereotypes that we still encounter on a daily basis in archaeology from the way archaeologists interpret the past and present it to the general public to how they practice it as a profession.0This booklet is as a short but informative and critical response by archaeologists to various gender stereotypes that exist in the archaeological explanation of the past, as well as in the contemporary disciplinary practice. Gender and feminist archaeologists have fought for decades against gender stereotypes through academic writing, museum exhibitions and popular literature, among others. Despite their efforts, many of these stereotypes continue to live and even flourish, both in academic and non-academic settings, especially in countries where gender archaeology does not exist or where gender in archaeology is barely discussed. Given this context and the rise of far right or ultraconservative ideologies and beliefs across the globe, this booklet is a timely and thought-provoking contribution that openly addresses often uncomfortable topics concerning gender in archaeology, in an attempt to raise awareness both among the professionals and others interested in the discipline.0The booklet includes 24 commonly encountered gender stereotypes in archaeology, explained and deconstructed in 250 words by archaeologists with expertise on gender in the past and in contemporary archaeology, most of them being members of the Archaeology and Gender in Europe (AGE) Community of the European Association of Archaeologists.00In addition, the stereotypes are illustrated by Serbian award-winning artist Nikola Radosavljevic.
It would be unthinkable now to omit early female pioneers from any survey of photography's history in the Western world. Yet for many years the gendered language of American, British and French photographic literature made it appear that women's interactions with early photography did not count as significant contributions. Using French and English photo journals, cartoons, art criticism, novels, and early career guides aimed at women, this volume will show why and how early photographic clubs, journals, exhibitions, and studios insisted on masculine values and authority, and how Victorian women engaged with photography despite that dominant trend. Focusing on the period before 1890, when women were yet to develop the self-assurance that would lead to broader recognition of the value of their work, this study probes the mechanisms by which exclusion took place and explores how women practiced photography anyway, both as amateurs and professionals. Challenging the marginalization of women’s work in the early history of photography, this is essential reading for students and scholars of photography, history and gender studies.