1. Jen­son, J. & de Castell, S. (2010). Gen­der, Sim­u­la­tion and Game­play: Research Reviews and Redi­rec­tions. Sim­u­la­tion and Gam­ing, 41, 1, p. 51–71.
  2. Har­vey, Ali­son (2010). Con­sti­tut­ing the Player: Fem­i­nist Techno­science, Gen­der and Dig­i­tal Play. Inter­na­tional Jour­nal of Gen­der, Sci­ence and Tech­nol­ogy, 3, 1, 171–184.
  3. Rosser, Sue. (2006). Using the Lenses of Fem­i­nist The­o­ries to Focus on Women and Tech­nol­ogy. In Mary Frank Fox, Deb­o­rah G. John­son and Sue V. Rosser (Eds). Women, Gen­der and Tech­nol­ogy (13−46). Urbana and Chicago: Uni­ver­sity of Ill­inois Press.
  4. http://characterdesign101.tumblr.com/post/31086478363/the-post-about-sex-appeal-in-general.
  5. Har­away, Donna. (1991). A Cyborg Man­i­festo: Sci­ence, Tech­nol­ogy and Socialist-Feminism in the Late Twen­ti­eth Cen­tury. Ch 8. In Simi­ans, Cyborgs and Women: The Rein­ven­tion of Nature. New York: Routledge.
  6. Female models in games (TF2): http://www.shaylynhamm.com/projects/2784914
  7. http://nms.sagepub.com/content/11/5/815.full.pdf+html (The virtual census: representations of gender, race and age in video games )
  8. Braidotti, Rosi (2006). Post-Human, all too Human: Towards a New Process Ontol­ogy. The­ory, Cul­ture and Soci­ety, 23, 7–8, p. 197–208.
  9. http://gamestudies.org/1103/articles/michael_hitchens (A Survey of First person Shooters and their Avatars)
  10. Representation of Women in Popular Video Games: Rediscovery Through Cultural Proximity by Nicolas LaLone
  11. Har­vey, Ali­son (2010). Con­sti­tut­ing the Player: Fem­i­nist Techno­science, Gen­der and Dig­i­tal Play. Inter­na­tional Jour­nal of Gen­der, Sci­ence and Tech­nol­ogy, 3, 1, 171–184.
  12. http://www.gamestudies.org/0202/kennedy/ (Lara Croft: Femisnist Icon or Cyber Bimbo?)
  13. http://www.gamecritics.com/blog/alex-raymond   (About Representation)
  14. http://whilenotfinished.wordpress.com/ (-Alex Raymond)
  15. Pearce, C. & Artemesia (2009). Methodology: Playing ethnography. In Communities of play: Emergent cultures in multiplayer games and virtual worlds. Cambridge, Mass.: MIT Press.
  16. Pham, Minh-Ha T. (2011). Blog Ambi­tions: Fash­ions, Feel­ings and the Dig­i­tal Raced Body. Cam­era Obscura, 26, 1, 1–37.
  17. http://www.unheardtaunts.com/wir/ – Women in Refrigerators by Gail Simone
  18. http://genderandset.open.ac.uk/index.php/genderandset/article/view/129/258 ( Disrupting the Gender Order: Leveling Up and Claiming Space in an After-School Video Game Club. Jennifer Jenson, Stephanie Fisher, Suzanne de Castell)
  19. Ash­ford, Chris (2009). Queer The­ory, cyber-ethnographies and research­ing online sex envi­ron­ments. Infor­ma­tion and Com­mu­ni­ca­tion, 18, 3, 297–314.
  20. http://genderandset.open.ac.uk/index.php/genderandset/article/view/112/243 (A Techno-Passion that is Not One: Rethinking Marginality, Exclusion, and Difference, Linda Vigdor)
  21. http://austintotamu.com/2012/04/oh-you-sexy-geek-geek-girls-and-the-problem-of-self-objectification/ (Cosplay)
  22. http://www.gamestudies.org/0501/nakamura_wirman/ (Girlish Counter Play tactics)
  23. http://www.gamestudies.org/0301/fromme/ (Computer games as a part of Childrens Culture)
  24. http://genderandset.open.ac.uk/index.php/genderandset/article/view/106/245 (What Predicts Middle School Girls’ Interest in Computing?, Jill Denner)
  25. http://genderandset.open.ac.uk/index.php/genderandset/article/view/122/259 ( Segregation in a Male-Dominated Industry: Women Working in the Computer Games Industry, Julie Prescott and Jan Bogg)

Other interesting readings:

  1. Daniels, Jesse. (2009). Rethinking Cyberfeminism(s): Race, Gender, and Embodiment. Women Studies Quarterly, Vol. 37, p. 101-124 .http://muse.jhu.edu/journals/wsq/summary/v037/37.1-2.daniels.html
  2. Nakamura, Lisa. Cybertypes: Race, Ethnicity, Identity on the Internet. New York: Routledge, 2002.

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