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Making games for social change
16 references·1 citing·33 second hop
Making games for social change (2006)Making games for social changeHuman-built world: how to think about technology and culture (2004)Human-built world: how to thi…Contemporary Feminist Theatres (2003)Contemporary Feminist TheatresUnlocking the clubhouse: women in computing (2002)Unlocking the clubhouse: wome…Instant messaging in teen life (2002)Instant messaging in teen lifeFeminist engagements : reading, resisting, and revisioning male theorists in education and cultural studies (2001)Feminist engagements : readin…Video game designs by girls and boys: variability and consistency of gender differences (1998)Video game designs by girls a…From Barbie to Mortal Kombat: gender and computer games (1998)From Barbie to Mortal Kombat:…Subculture: The Meaning of Style (1995)Subculture: The Meaning of St…Playing together beats playing apart, especially for girls (1995)Playing together beats playin…Shaping technology/Building society (1994)Shaping technology/Building s…Schoolgirls: Young Women, Self Esteem, and the Confidence Gap (1994)Schoolgirls: Young Women, Sel…Shaping technology/building society (1993)Shaping technology/building s…Becoming a computer scientist (1990)Becoming a computer scientistThe Social Shaping of Technology (1987)The Social Shaping of Technol…The social shaping of technology (1986)The social shaping of technol…Subculture: The Meaning of Style. (1981)Subculture: The Meaning of St…The Civic Potential of Video Games (2009)The Civic Potential of Video …The Constitution of Society. Outline of the Theory of Structuration (1984)Organizational Information Requirements, Media Richness and Structural Design (1986)The Long Interview (1988)Precursors and Underlying Processes of Adolescents' Online Self-Disclosure: Developing and Testing an “Internet-Attribute-Perception” Model (2007)Privacy Concerns Versus Desire for Interpersonal Awareness in Driving the Use of Self-Disclosure Technologies: The Case of Instant Messaging in Two Cultures (2011)Digital Footprints: Opportunities and Challenges for Online Social Research (2014)The Turn to Technology in Social Studies of Science (1991)Allgemeine Technologie : eine Systemtheorie der Technik (2009)New Frontiers in Social Innovation Research (2015)Not so doomed: computer game play and positive adolescent development (2002)Adolescents’ identity experiments on the internet (2005)Gender and Computer Games: Exploring Females' Dislikes (2006)Classification in Art (1987)"Anything But Heavy Metal": Symbolic Exclusion and Musical Dislikes (1996)Understanding Popular Culture (2006)On Interobjectivity (1996)Patient care information systems and health care work: a sociotechnical approach (1999)Implementing information systems in health care organizations: myths and challenges (2001)The sociomateriality of organisational life: considering technology in management research (2009)Ordering theories: Typologies and conceptual frameworks for sociotechnical change (2017)Social Construction of Communication Technology (2017)Sex Differences in Video Game Play: (2004)Differences in Actual and Perceived Online Skills: The Role of Gender* (2006)Persistence, Engagement, and Migration in Engineering Programs (2008)SUBCULTURES OR NEO‐TRIBES? RETHINKING THE RELATIONSHIP BETWEEN YOUTH, STYLE AND MUSICAL TASTE (1999)Culture in Interaction (2003)Reinforcing Spirals: The Mutual Influence of Media Selectivity and Media Effects and Their Impact on Individual Behavior and Social Identity (2007)Inscribing behaviour in information infrastructure standards (1997)Designing Robots for Care: Care Centered Value-Sensitive Design (2012)Power to the people: Local community initiatives and the transition to sustainable energy (2014)Perceiving Discrimination Against One’s Gender Group has Different Implications for Well-Being in Women and Men (2002)“Ladies” or “Loudies”? (2007)Students’ Perceptions of School Climate During the Middle School Years: Associations with Trajectories of Psychological and Behavioral Adjustment (2007)
this work references cited by second hop

References

  • 1995Subculture: The Meaning of Style3,813 cited
  • 1981Subculture: The Meaning of Style.3,479 cited
  • 2002Unlocking the clubhouse: women in computing1,958 cited
  • 1987The Social Shaping of Technology1,040 cited
  • 1993Shaping technology/building society939 cited
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  • 1998From Barbie to Mortal Kombat: gender and computer games698 cited
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  • 1994Schoolgirls: Young Women, Self Esteem, and the Confidence Gap569 cited
  • 2002Instant messaging in teen life428 cited
  • 2004Human-built world: how to think about technology and culture275 cited
  • 2001Feminist engagements : reading, resisting, and revisioning male theorists in education and cultural studies148 cited
  • 1990Becoming a computer scientist145 cited
  • 1995Playing together beats playing apart, especially for girls129 cited
  • 1998Video game designs by girls and boys: variability and consistency of gender differences94 cited
  • 2003Contemporary Feminist Theatres72 cited

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Cited by

  • 2009The Civic Potential of Video Games132 cited