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Lara Croft: feminist icon or cyberbimbo? On the limits of textual analysis
8 references·8 citing·31 second hop
Lara Croft: feminist icon or cyberbimbo? On the limits of textual analysis (2002)Lara Croft: feminist icon or cyberbimbo? …Bodies That Matter (2011)Bodies That MatterAn Introduction to Cybercultures (2006)An Introduction to Cybercultu…Killing Monsters: Why Children Need Fantasy, Super Heroes, and Make-believe Violence (2002)Killing Monsters: Why Childre…From Barbie to Mortal Kombat: gender and computer games (1998)From Barbie to Mortal Kombat:…The Portable Kristeva (1997)The Portable KristevaHamlet on the holodeck: the future of narrative in cyberspace (1997)Hamlet on the holodeck: the f…Virtual worlds: a journey in hype and hyperreality (1993)Virtual worlds: a journey in …Computers as Theatre (1993)Computers as TheatreNothing but a “titty streamer”: legitimacy, labor, and the debate over women’s breasts in video game live streaming (2019)Nothing but a “titty streamer…Ageing and Technology (2016)Ageing and TechnologyStand by Your Man (2015)Stand by Your ManReconceptualising gamification: Play and pedagogy (2014)Reconceptualising gamificatio…The place of the emplaced mobile: A case study into gendered locative media practices (2013)The place of the emplaced mob…Queering Internet Studies: Intersections of Gender and Sexuality (2011)Queering Internet Studies: In…The Scientific Imaginary in Visual Culture (2010)The Scientific Imaginary in V…Cheerleaders/booth babes/Halohoes: pro-gaming, gender and jobs for the boys (2009)Cheerleaders/booth babes/Halo…Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change (1978)Stereotype threat and the intellectual test performance of African Americans. (1995)Gender in eSports research: a literature review (2021)First person: new media as story, performance, and game (2004)#Gamergate and The Fappening: How Reddit’s algorithm, governance, and culture support toxic technocultures (2015)Empowered (2018)Virtual interaction: Design factors affecting student satisfaction and perceived learning in asynchronous online courses (2001)Measures of Perceived Interactivity: An Exploration of the Role of Direction of Communication, User Control, and Time in Shaping Perceptions of Interactivity (2002)From Content to Context: Videogames as Designed Experience (2006)Chasing Shadows: Control, Virtuality and the Production of Trust (2001)THE METHODS, POLITICS, AND ETHICS OF REPRESENTATION IN ONLINE ETHNOGRAPHY (2007)First steps towards a media history of translation (2011)“Live in Your World, Play in Ours”: Race, Video Games, and Consuming the Other (2003)Orientations in adolescent use of information and communication technology: A digital divide by sociodemographic background, educational career, and health (2006)The Motivating Role of Violence in Video Games (2009)(M)othering Loss: Telling Adoption Stories, Telling Performativity (2005)Motherhood, Sexuality, and Pregnant Embodiment: Twenty-Five Years of Gestation (2010)Building on Heteroglossia and Heterogeneity: The Experience of a Multilingual Classroom (2013)Ethnographic Approaches to the Internet and Computer-Mediated Communication (2008)Cultural Differences and Switching of In-Group Sharing Behavior Between an American (Facebook) and a Chinese (Renren) Social Networking Site (2012)Cultural differences in social networking site use: A comparative study of China and the United States (2013)Adolescents’ identity experiments on the internet (2005)Gender and Computer Games: Exploring Females' Dislikes (2006)Do you identify as a gamer? Gender, race, sexuality, and gamer identity (2011)The Effects of Progressive Levels of Interactivity and Vividness in Web Marketing Sites (2001)EXAMINING SOCIAL PRESENCE IN ONLINE COURSES IN RELATION TO STUDENTS' PERCEIVED LEARNING AND SATISFACTION (2003)Patterns of engagement in authentic online learning environments (2003)Sexing the body: gender politics and the construction of sexuality (2000)Intersectionality as buzzword (2008)Frames of war: when is life grievable? (2010)
this work references cited by second hop

References

  • 2011Bodies That Matter10,356 cited
  • 1997Hamlet on the holodeck: the future of narrative in cyberspace2,780 cited
  • 1993Computers as Theatre1,251 cited
  • 1998From Barbie to Mortal Kombat: gender and computer games698 cited
  • 2006An Introduction to Cybercultures237 cited
  • 1997The Portable Kristeva166 cited
  • 2002Killing Monsters: Why Children Need Fantasy, Super Heroes, and Make-believe Violence151 cited
  • 1993Virtual worlds: a journey in hype and hyperreality134 cited

Cited by

  • 2019Nothing but a “titty streamer”: legitimacy, labor, and the debate over women’s breasts in video game live streaming137 cited
  • 2015Stand by Your Man135 cited
  • 2009Cheerleaders/booth babes/Halohoes: pro-gaming, gender and jobs for the boys128 cited
  • 2014Reconceptualising gamification: Play and pedagogy55 cited
  • 2013The place of the emplaced mobile: A case study into gendered locative media practices27 cited
  • 2011Queering Internet Studies: Intersections of Gender and Sexuality22 cited
  • 2016Ageing and Technology17 cited
  • 2010

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The Scientific Imaginary in Visual Culture
9 cited