SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Her own Boss: Gender and the Pursuit of Incompetent Play
3 references·6 citing·36 second hop
Her own Boss: Gender and the Pursuit of Incompetent Play (2005)Her own Boss: Gender and the Pursuit of I…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…“Girl talk”: gender, equity, and identity discourses in a school-based computer culture (2003)“Girl talk”: gender, equity, …Video game designs by girls and boys: variability and consistency of gender differences (1998)Video game designs by girls a…ICT Integration into Science Education and Its Relationship to the Digital Gender Gap (2020)ICT Integration into Science …Women’s Experiences on the Path to a Career in Game Development (2018)Women’s Experiences on the Pa…Mutable technology, immutable gender: Qualifying the “co-construction of gender and technology” approach (2017)Mutable technology, immutable…Gender and ICT: around the gender digital divide (2012)Gender and ICT: around the ge…Queering Internet Studies: Intersections of Gender and Sexuality (2011)Queering Internet Studies: In…Cheerleaders/booth babes/Halohoes: pro-gaming, gender and jobs for the boys (2009)Cheerleaders/booth babes/Halo…Gender Trouble: Feminism and the Subversion of Identity (1991)Bodies that Matter: on the Discursive Limits of 'Sex' (1994)The Cultural Politics of Emotion (2014)Gaming out online: Black lesbian identity development and community building in Xbox Live (2017)The power of vulnerability: mobilising affect in feminist, queer and anti-racist media cultures (2019)The Second Self: Computers and the Human Spirit (1986)Failing at Fairness: How America's Schools Cheat Girls. (1995)The Lara Phenomenon: Powerful Female Characters in Video Games (2007)Looking for Gender: Gender Roles and Behaviors Among Online Gamers (2009)Child–computer interaction (2012)Play, Dreams And Imitation In Childhood (2013)Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Bodies That Matter: On the Discursive Limits of "Sex". (1995)Bodies That Matter (2011)“It becomes a fight against who I am, rather than what I say”: Gender, positionality, and inclusion in esports leadership (2023)Writing Culture: The Poetics and Politics of Ethnography (1986)Why Doesn't This Feel Empowering? Working Through the Repressive Myths of Critical Pedagogy (1989)“No Boundaries”? Girls’ Interactive, Online Learning About Femininities (2006)Gender Manoeuvring in Swedish Skateboarding: Negotiations of Femininities and the Hierarchical Gender Structure (2013)Critical perspectives on youth digital media production: ‘voice’ and representation in educational contexts (2016)Unlocking the clubhouse: women in computing (2002)Women in the information technology profession: a literature review, synthesis and research agenda (2002)Generation M2 : Media in the Lives of 8- to 18-year-olds (2010)Interaction Ritual: Essays on Face-to-Face Behavior. (1968)Gender trouble: feminism and the subversion of identity (1990)Women and science careers: leaky pipeline or gender filter? (2005)Occupational Feminization and Pay: Assessing Causal Dynamics Using 1950-2000 U.S. Census Data (2009)A casual revolution: reinventing video games and their players (2010)From Barbie® to Mortal Kombat (1998)“School’s Out, But Class’s On”, The Largest Online Education in the World Today: Taking China’s Practical Exploration During The COVID-19 Epidemic Prevention and Control as an Example (2020)Leveraging professional learning communities in linking digital professional development and instructional integration: evidence from 16,072 STEM teachers (2024)
this work references cited by second hop

References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1998Video game designs by girls and boys: variability and consistency of gender differences94 cited
  • 2003“Girl talk”: gender, equity, and identity discourses in a school-based computer culture68 cited

Cited by

  • 2009Cheerleaders/booth babes/Halohoes: pro-gaming, gender and jobs for the boys128 cited
  • 2020ICT Integration into Science Education and Its Relationship to the Digital Gender Gap32 cited
  • 2018Women’s Experiences on the Path to a Career in Game Development30 cited
  • 2011Queering Internet Studies: Intersections of Gender and Sexuality22 cited
  • 2012Gender and ICT: around the gender digital divide21 cited
  • 2017Mutable technology, immutable gender: Qualifying the “co-construction of gender and technology” approach18 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work