Gender-inclusive HCI research and design: A conceptual review

S Stumpf, A Peters, S Bardzell, M Burnett… - … and Trends® in …, 2020 - nowpublishers.com
Previous research has investigated gender and its implications for HCI. We consider
inclusive design of technology whatever the gender of its users of particular importance. This …

Producing alternative gender orders: a critical look at girls and gaming

S Fisher, J Jenson - Learning, Media and Technology, 2017 - Taylor & Francis
This article examine some of the ways in which girls are discursively set up as subordinate
in relation to boys and men by and within the digital games industry and culture at large, and …

What's' choice'got to do with it? Avatar selection differences between novice and expert players of World of Warcraft and Rift

K Bergstrom, J Jenson, S de Castell - proceedings of the International …, 2012 - dl.acm.org
It's a now familiar refrain among both players and academics that healing is
a'feminine'activity and tanking a'masculine'one within Massively Multiplayer Online Games …

Marcus or Mira-investigating the perception of virtual agent gender in virtual reality role play-training

G Regal, JC Uhl, A Gerhardus, S Suette… - Proceedings of the 28th …, 2022 - dl.acm.org
Immersive virtual training environments are used in various domains. In this work we focus
on role-play training in virtual reality. In virtual role-play training conversations and …

Constructing the ideal EVE online player

K Bergstrom, M Carter, D Woodford… - Proceedings of DiGRA …, 2013 - eprints.qut.edu.au
EVE Online, released in 2003 by CCP Games, is a space-themed Massively Multiplayer
Online Game (MMOG). This sandbox style MMOG has a reputation for being a difficult game …

Patriarchy in play: Video games as gendered media ecologies

J Jenson, S de Castell - Explorations in Media Ecology, 2021 - intellectdiscover.com
Videogames are a dominant cultural, economic and creative medium in the twenty-first
century, whose varied ecologies are increasingly recognized as particularly hostile …

Virtual inequality: a woman's place in cyberspace

K Bergstrom - Proceedings of the international conference on the …, 2012 - dl.acm.org
EVE Online is a space-themed Massively Multiplayer Online Game (MMOG) that to date has
remained largely unexplored in an academic context. This particular MMOG has a reputation …

Damsel in this Dress: an analysis of the character designs of women in post-secondary game design programs

V McArthur - Feminist Media Studies, 2021 - Taylor & Francis
In this paper, we present a study of women (n= 10) in game design and game development
programs in Ontario, Canada. The study, described herein, is an investigation of the lived …

Azeroth has a workplace gender inequality problem: gendered professions bias in virtual worlds

S Sengun, J Price, L Schlink, K Walker - Games and Narrative: Theory and …, 2022 - Springer
In this study, we collect and analyze data from a massively multiplayer online game to
explore the reflection of gendered profession bias in constructing the narratives and …

He scores through a screen: Mediating masculinities through hockey video games

M Ouellette, S Conway - Masculinities in Play, 2018 - Springer
Hockey video games highlight the ways in which the video game medium shapes and
conditions the experience of producing and/or performing the sport “in real life.” Indeed, the …