Taking risks when communicating on the Internet: The role of offline social-psychological factors in young people's vulnerability to online risks
S Livingstone, EJ Helsper - Information, Communication & Society, 2007 - Taylor & Francis
Children and young people encounter a range of risks on the internet relating to
communication. Making friends online has attracted particular attention as a risky behaviour …
communication. Making friends online has attracted particular attention as a risky behaviour …
The context of current content analysis of gender roles: An introduction to a special issue
The aim of this paper is to provide context for the quantitative content analyses of gender
roles that are to be included in both parts of this special issue. First, a timeline of historical …
roles that are to be included in both parts of this special issue. First, a timeline of historical …
Representations of gender in the media
EL Scharrer - The Oxford handbook of media psychology, 2013 - books.google.com
Individuals young and old can learn a great deal from the ways in which men and women
and boys and girls are depicted in the media. Alongside other socializing influences such as …
and boys and girls are depicted in the media. Alongside other socializing influences such as …
[图书][B] eGirls, eCitizens: Putting technology, theory and policy into dialogue with girls' and young women's voices
J Bailey, V Steeves - 2015 - library.oapen.org
eGirls, eCitizens is a landmark work that explores the many forces that shape girls' and
young women's experiences of privacy, identity, and equality in our digitally networked …
young women's experiences of privacy, identity, and equality in our digitally networked …
Discourse, gender, and the meaning of work rearticulating science, technology, and engineering careers through communicative lenses
LG Kisselburgh, BL Berkelaar… - Annals of the …, 2009 - Taylor & Francis
In this chapter, we offer communicative perspectives and challenges related to gender
representation and the gendered organizing and career processes in science, technology …
representation and the gendered organizing and career processes in science, technology …
Revisiting cyberfeminism: Theory as a tool for understanding young women's experiences
T Milford - EGirls, eCitizens, 2015 - muse.jhu.edu
Early cyberfeminists conceptualized cyberspaces as fundamentally liberating, theorizing
their capacity to move beyond the traditional binaries and limitations of popular gender and …
their capacity to move beyond the traditional binaries and limitations of popular gender and …
[图书][B] Games girls play: Contexts of girls and video games
CM Cunningham - 2020 - books.google.com
Games Girls Play examines the role that video games play in girls' lives, including how
games structure girls' leisure time, how playing video games constitutes different …
games structure girls' leisure time, how playing video games constitutes different …
Young women digital competence in using the internet in Surabaya
Y Candrasari, S Permata… - Profetik: Jurnal …, 2020 - ejournal.uin-suka.ac.id
The growth in the number of netizens is now the impact of increasingly easy internet
penetration and high penetration of social media that is easily accessed via smartphone …
penetration and high penetration of social media that is easily accessed via smartphone …
[图书][B] Is competition making a comeback? Discovering methods to keep female adolescents engaged in STEM: A phenomenological approach
KB Notter - 2010 - search.proquest.com
The decreasing number of women who are graduating in the Science, Technology,
Engineering and Mathematics (STEM) fields continues to be a major concern. Despite …
Engineering and Mathematics (STEM) fields continues to be a major concern. Despite …
She designs therefore she is?: Evolving understandings of video game design
CM Cunningham - Examining the Evolution of Gaming and Its Impact …, 2016 - igi-global.com
Girls and women play video games in equal number to boys, yet they continue to be under-
represented in the video game industry. The goal of this chapter is to examine initiatives that …
represented in the video game industry. The goal of this chapter is to examine initiatives that …