Ladies of Warcraft: changing perceptions of women and technology through productive play

K. Behnke
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引用次数: 8

Abstract

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.
《魔兽女士》:通过富有成效的游戏改变对女性和技术的看法
在游戏文化中,女性经常被低估或曲解。“女性玩家”的刻板印象往往导致女性在信息和通信技术(ict)中的参与度极低。这项实验性人种学研究考虑了女性玩家社区如何通过在大型多人在线角色扮演游戏《魔兽世界》(MMORPG)中“富有成效的游戏”,对女性及其与信息通信技术的关系产生积极的看法。女性将游戏的在线社区作为游戏实用性和日常社交的一种模式。初步发现表明,玩家连接的产生如何影响游戏空间“内部”和“外部”的用户身份;由于社区、参与和信息通信技术相关职业的保留之间已知的联系,这些互动具有潜在的重要意义。我们需要进一步的研究来了解游戏文化吸引弱势群体进入科学、技术、工程和数学(STEM)领域的潜力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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