• DocumentCode
    3089054
  • Title

    The “girl next door” in virtual play space: victim, or vixen, or invisible?

  • Author

    Buchanan, Elizabeth A. ; Lipinski, Tomas A.

  • Author_Institution
    Sch. of Libr. & Inf. Sci., Wisconsin Univ., Milwaukee, WI, USA
  • fYear
    1999
  • fDate
    29-31 Jul 1999
  • Firstpage
    3
  • Lastpage
    18
  • Abstract
    This paper begins a comprehensive analysis of gender and virtual gaming, and the ethics and legality surrounding this dyad. The first part of the paper introduces the ideas of gaming as an act of representational politics - what is taking place with female images, girls and women as characters and as players, and consequently, how can we assess the ethical significance of these in a broad social realm? While various sociologists, psychologists, educators and others debate the direct and causal impact of video and computer gaming on children and young adults in terms of violence, this paper avoids that hotly contested link (especially within the current climate of school shootings and children-on-children violence). Instead, the legalistic concept of “dangerous information” is invoked and explored. We argue that such forms of expression as music, games, film, television, etc., do not in and of themselves incite or promote violence, bias, bigotry or sexism. A large amount of case law is presented and discussed to support this premise. Instead, these forms of “entertainment” contribute to forms of social discourse and maintain a rigid politics of gender in which women and girls are relegated to the unethical social realm where they exist only as victims or vixens, or do not exist at all
  • Keywords
    computer games; gender issues; legislation; professional aspects; social aspects of automation; virtual reality; bias; bigotry; case law; children; computer games; dangerous information; entertainment; ethics; expression; female images; gender; girl next door; legality; psychology; representational politics; sexism; social discourse; sociology; victims; video games; violence; virtual gaming; virtual play space; vixens; women; young adults; Cultural differences; Educational institutions; Ethics; Games; History; Information analysis; Information science; Libraries; TV; Turning;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Technology and Society, 1999. Women and Technology: Historical, Societal, and Professional Perspectives. Proceedings. 1999 International Symposium on
  • Conference_Location
    New Brunswick, NJ
  • Print_ISBN
    0-7803-5617-9
  • Type

    conf

  • DOI
    10.1109/ISTAS.1999.787302
  • Filename
    787302