From Barbie to Mortal Kombat: gender and computer games
From Barbie to Mortal Kombat: gender and computer games
"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Play Between Worlds: Exploring Online Game Culture
Play Between Worlds: Exploring Online Game Culture
Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming
Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming
Situating Productive Play: Online Gaming Practices and Guanxi in China
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part I
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Women are frequently underrepresented and misrepresented in gaming culture. Stereotypes of "female gamers" often contribute to the abysmally low engagement of women in information and communication technologies (ICTs). This pilot ethnographic study considers how a female-gamer community employs positive perceptions of women and their relationships with ICTs through "productive play" in the massively multiplayer online role-playing game (MMORPG) World of Warcraft. Women utilize the game's online community as a mode for both game practicality and everyday sociality. Preliminary findings suggest how the production of player connections impact user identity both "inside" and "outside" of game spaces; these interactions are potentially significant because of the known link between community, participation, and retention for ICT-related careers. Further research is needed to understand the potential for gaming culture to attract underrepresented groups into science, technology, engineering, and mathematics (STEM) fields.