Virtual gender : technology, consumption and identity
Publisher: Routledge, 2001001: 7559ISBN: 0415233151Subject(s): Technological change | ConsumerismItem type | Current library | Collection | Call number | Copy number | Status | Date due | Barcode | |
---|---|---|---|---|---|---|---|---|
Book | MAIN LIBRARY Book | 306.46 GRE (Browse shelf(Opens below)) | 1 | Available | 063123 |
Enhanced descriptions from Syndetics:
As yet there has been relatively little published on women's activities in relation to new digital technologies. Virtual Gender brings together theoretical perspectives from feminist theory, the sociology of technology and gender studies with well designed empirical studies to throw new light on the impact of ICTs on contemporary social life.
A line-up of authors from around the world looks at the gender and technology issues related to leisure, pleasure and consumption, identity and self. Their research is set against a backcloth of renewed interest in citizenship and ethics and how these concepts are recreated in an on-line situation, particularly in local settings.
With chapters on subjects ranging from gender-switching on-line, computer games, and cyberstalking to the use of the domestic telephone, this stimulating collection challenges the stereotype of woman as a passive victim of technology. It offers new ways of looking at the many dimensions in which ICTs can be said to be gendered and will be a rich resource for students and teachers in this expanding field of study.
Table of contents provided by Syndetics
- Introduction
- Section 1 Gendered Access and Experience of ICTs and the Internet
- 1 Women and the Internet: the Natural History of a Research Project
- 2 Gender in Email Based Co-operative Problem Solving
- 3 Lives and Livelihoods in the Technological Age
- 4 Becoming a Technologist: Days in a Girl's Life
- 5 Theoretical Reflections on Networking in Practice: The Case of Women on the Net
- Section 2 Leisure, Pleasure and Consumption
- 6 Understanding Computer Game Cultures: A Situated Approach
- 7 Visual Pleasure in Textual Places: Gazing in Multi-user Object-oriented Worlds
- 8 Strange Yet Stylish Headgear:, VR Consumption and the Construction of Gender
- 9 Technology, Leisure and Everyday Practice
- 10 Men, Masculinities and 'Mundane' Technologies: The Domestic telephone
- Section 3 Citizens at Work and in the Community
- 11 Cybertalking: Gender and Computer Ethics
- 12 Gender and Citizenship in the Information Society: Women's Information Tecnology Groups in North Karelia
- 13 Gender in the Design of the Digital City of Amsterdam
- Section 4 Identity and Self: Gendered Play, Virtual Reality and Cyborgization
- 14 The Social Geography of Gender-switching in Virtual Environments on the Internet
- 15 A Camera with a View: JenniCAM, Visual Representation, and Cyborg Subjectivity
- 16 Cyborgs or Goddesses? Becoming Divine in a Cyberfeminist Age
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