Pelletier, Caroline;
(2007)
Producing gender through digital interactions: What young people set out to achieve through computer game design.
In: Weber, Sandra and Dixon, Shanly, (eds.)
Growing Up Online: Young People and Digital Technologies.
(pp. 131-149).
Palgrave Macmillan, New York: New York, NY, US.
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Abstract
There has been much interest in the role that video games play in the process of socialization and the development of subjectivity in contemporary culture (see chapters one, two, and nine in this volume; Linderoth, 2005; Taylor, 2006; Walkerdine, 2004). My aim in this chapter is to capitalize on this emerging work about game play to analyze young people’s game design activities. To do this, I examine how youth draw on their experiences with computer games to design their own games.
| Type: | Book chapter |
|---|---|
| Title: | Producing gender through digital interactions: What young people set out to achieve through computer game design |
| ISBN-13: | 978-0-230-62001-8 |
| Open access status: | An open access version is available from UCL Discovery |
| DOI: | 10.1057/9780230607019_9 |
| Publisher version: | https://doi.org/10.1057/9780230607019_9 |
| Additional information: | This version is the author-accepted manuscript. For information on re-use, please refer to the publisher’s terms and conditions. |
| Keywords: | Digital technologies, Media, Cultural influences on education, Semiotics |
| UCL classification: | UCL UCL > Provost and Vice Provost Offices UCL > Provost and Vice Provost Offices > School of Education UCL > Provost and Vice Provost Offices > School of Education > UCL Institute of Education UCL > Provost and Vice Provost Offices > School of Education > UCL Institute of Education > IOE - Culture, Communication and Media |
| URI: | https://discovery.ucl.ac.uk/id/eprint/1561025 |
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