In 2012, the Entertainment Software Association announced that 47% of all game players are women. Before this statistic came out, it wasn't a surprise that girl gamers existed but the fact that this supposed 'minority' almost shared equal parts with the majority was used as a catalyst for the types of gaming environments we have today where females are faced with sexism, patriarchy, and other various forms of prejudice. This, in turn has initiated both positive and negative discourse and has perpetuated social change in the video game community. This is my response...
Identifer | oai:union.ndltd.org:CLAREMONT/oai:scholarship.claremont.edu:scripps_theses-1523 |
Date | 01 January 2014 |
Creators | Comrie, Allison |
Publisher | Scholarship @ Claremont |
Source Sets | Claremont Colleges |
Detected Language | English |
Type | text |
Format | application/pdf |
Source | Scripps Senior Theses |
Rights | © 2014 Allison J. Comrie |
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