Littérature scientifique sur le sujet « Masculinized gazes »

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Articles de revues sur le sujet "Masculinized gazes"

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Raloff, Janet. "Diesel Gases Masculinize Fetal Rodents." Science News 159, no. 3 (2001): 39. http://dx.doi.org/10.2307/3981584.

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Main, Julie C., Benedict C. Jones, Lisa M. DeBruine, and Anthony C. Little. "Integrating Gaze Direction and Sexual Dimorphism of Face Shape When Perceiving the Dominance of Others." Perception 38, no. 9 (2009): 1275–83. http://dx.doi.org/10.1068/p6347.

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Although gaze direction and face shape have each been shown to affect perceptions of the dominance of others, the question whether gaze direction and face shape have independent main effects on perceptions of dominance, and whether these effects interact, has not yet been studied. To investigate this issue, we compared dominance ratings of faces with masculinised shapes and direct gaze, masculinised shapes and averted gaze, feminised shapes and direct gaze, and feminised shapes and averted gaze. While faces with direct gaze were generally rated as more dominant than those with averted gaze, th
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Levan, Kristine, Carla Cesaroni, and Steven Downing. "(Mis)Representations of Prison: Gender- and Prison-Themed Video Games." Games and Culture 15, no. 6 (2019): 653–69. http://dx.doi.org/10.1177/1555412019839545.

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This theoretical inquiry explores how prison-themed video games embody gendered stereotypes about prison and how these portrayals more broadly represent gendered representations serving to create a double-masculinization effect through intersecting masculine gaming cultures and masculinized assumptions about prison. Here, we form conceptual linkages between literature on gaming and gender, prison and gender, and two prior studies on prison-themed video games. Although we draw on past research, the primary intent of this inquiry is to serve as a review of the extant literature as it relates to
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Cote, Amanda C. "Writing “Gamers”." Games and Culture 13, no. 5 (2015): 479–503. http://dx.doi.org/10.1177/1555412015624742.

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In the mid-1990s, a small group of video game designers attempted to lessen gaming’s gender gap by creating software targeting girls. By 1999, however, these attempts collapsed, and video games remained a masculinized technology. To help understand why this movement failed, this article addresses the unexplored role of consumer press in defining “gamers” as male. A detailed content analysis of Nintendo Power issues published from 1994 to 1999 shows that mainstream companies largely ignored the girls’ games movement, instead targeting male audiences through player representations, sexualized fe
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Yang, Elaine Chiao Ling, Michelle Hayes, Jinyan Chen, Caroline Riot, and Catheryn Khoo-Lattimore. "A Social Media Analysis of the Gendered Representations of Female and Male Athletes During the 2018 Commonwealth Games." International Journal of Sport Communication 13, no. 4 (2020): 670–95. http://dx.doi.org/10.1123/ijsc.2020-0045.

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Contemporary sport culture is characterized as highly masculinized, where female athletes are continually marginalized in traditional media. Despite evidence suggesting that media representation of athletes has a meaningful impact on social outcomes and participation rates of women and girls, little is known about gendered representations of athletes on social media and in the context of mega-sporting events. This paper examines the gendered representations of athletes on Twitter during the 2018 Commonwealth Games using framing theory. A total of 133,338 tweets were analyzed using sentiment an
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Davidson, Judy, and Michelle Helstein. "Queering the Gaze: Calgary Hockey Breasts, Dynamics of Desire, and Colonial Hauntings." Sociology of Sport Journal 33, no. 4 (2016): 282–93. http://dx.doi.org/10.1123/ssj.2016-0011.

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This paper compares two hockey-related breast-flashing events that occurred in Calgary, Alberta, Canada. The first was performed by Calgary Flames fans, the ‘Flamesgirls’, in the 2004 NHL Stanley Cup final, and the second flashing event occurred when members and fans of the Booby Orr hockey team participated in lifting their shirts and jerseys at a lesbian hockey tournament at the 2007 Outgames/Western Cup held in Calgary. We deploy an analysis of visual psychic economies to highlight psychoanalytic framings of masculinized and feminized subject positions in both heteronormative and lesbigay-c
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Toykin Minaya, Francis Irineo. "Dinámicas e identificación grupal en gamers de Lima, el caso de competitividad en el videojuego League of Legends." Desde el Sur 12, no. 2 (2020): 573–97. http://dx.doi.org/10.21142/des-1202-2020-0031.

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Se busca comprender los aspectos culturales que emergen en las dinámicas grupales a partir del consumo de videojuegos en Lima. Se efectuó investigación cualitativa en imaginarios y prácticas de gamers de los equipos ANG y SHOT del videojuego League of Legends en el ámbito competitivo local. Se realizó trabajo de campo en el festival World Cyber Games 2013 en el Perú, observación y participación en cabinas de videojuegos y espacios afines. ¿Cómo es la identificación grupal de estos jugadores? La respuesta conlleva el análisis de variables culturales como identificación, juego, performance, terr
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Cote, Amanda Catharine. "THE PROS AND PERILS OF INTERDEPENDENCE: FEMINIST ORGANIZING IN ONLINE GAME FORUMS." AoIR Selected Papers of Internet Research, September 15, 2021. http://dx.doi.org/10.5210/spir.v2021i0.11890.

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Within video game culture, where the medium's association with masculinity remains strong, it can be difficult for female players to connect with one another or to find safe spaces for play. Without support systems, many drop out of gaming over time. This indicates a need to build greater interdependencies between affected players, to provide interpersonal support and develop collective responses to gaming’s inequalities. Research in other areas suggests that targeted internet communities, such as Facebook groups, could provide space for feminist networking, consciousness-raising, and action,
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Mallan, Kerry, and John Stephens. "Love’s Coming (Out)." M/C Journal 5, no. 6 (2002). http://dx.doi.org/10.5204/mcj.1996.

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In The Threshold of the Visible World, Kaja Silverman advances a subtle, ethical, post-Lacanian account of what constitutes “the active gift of love” and how this might be expressed on the screen. She argues for an orientation of subject to love object which is not merely an alternative to romantic passion, but an account of how identification of the loving subject and love object “might function in a way that results in neither the triumph of self-sameness, nor craven submission to an exteriorised but essentialized ideal”. In a move particularly relevant to our focus in this paper, she goes o
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Thèses sur le sujet "Masculinized gazes"

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Ospina, Álvarez Juan Sebastián. "Conversações hipervisuais: vamos falar sobre olhares masculinizados?" Universidade Federal de Goiás, 2018. http://repositorio.bc.ufg.br/tede/handle/tede/8267.

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Submitted by Luciana Ferreira (lucgeral@gmail.com) on 2018-03-28T11:44:48Z No. of bitstreams: 2 Tese - Juan Sebastián Ospina Álvarez - 2018.pdf: 10060582 bytes, checksum: e9265c8445db36700e8cba059933db9b (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)<br>Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2018-03-28T11:46:03Z (GMT) No. of bitstreams: 2 Tese - Juan Sebastián Ospina Álvarez - 2018.pdf: 10060582 bytes, checksum: e9265c8445db36700e8cba059933db9b (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)<br
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Chapitres de livres sur le sujet "Masculinized gazes"

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Cote, Amanda C. "Core and the Video Game Industry." In Gaming Sexism. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479838523.003.0002.

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This chapter elaborates on the theoretical framework that serves as a through line for the book in its entirety. Specifically, it draws on discourses about “core” and “casual” games to show how “core” describes a hegemonic set of ideologies that work to frame games in specific, masculinized ways. The chapter also argues, however, that recent industrial changes, from the rise of casual games to the diversification of funding and distribution platforms, serve as counterhegemonic forces, challenging many “core” assumptions about games and audiences. Using a critical analysis of gaming news, the chapter lays out these changes and addresses both their real impact on the games industry and their felt impact on audiences and power structures. Through this, it shows that gaming is in the midst of a crisis of authority, where previously powerful members of the community fear losing control of it. As a result, they are exerting extra force to maintain their privileged position, accounting for the divergent narratives about games that dominate the casualized era.
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Cote, Amanda C. "Girly Games and Girl Gamers." In Gaming Sexism. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479838523.003.0004.

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Where chapter 2 focused on overt sexism, this chapter explores the subtler, but equally damaging, impacts of inferential sexism, or factors that appear to be nondiscriminatory but rest on limiting assumptions about gender and gender relations. The chapter finds that participants feel misunderstood by the gaming industry, which offers women infantilizing or stereotypical “girly games” rather than crafting interesting games for adult women. It also finds that women often face surprised reactions to their presence in gaming spaces or assumptions that they game to meet men. Like overt harassment, this makes female gamers feel abnormal or out of place and serves to preserve gaming’s existing hegemony, limiting women’s ability to affect game culture. Furthermore, this chapter reveals that the rise of casual games has complicated this situation rather than improved it. In this way, this chapter both addresses new aspects of women’s experiences in masculinized spaces and provides insight into the casualized era’s ongoing trials.
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Cote, Amanda C. "Introduction." In Gaming Sexism. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479838523.003.0001.

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Video games in the early twenty-first century face a deep contradiction. On the one hand, the spread of casual, social, and mobile games has led researchers, journalists, and players to believe that video gaming is opening up to previously marginalized audiences, especially women. At the same time, game culture has seen significant incidents of sexism and misogyny. The introduction outlines this contradiction and lays out the book’s key questions. First, how and why do these contradictory narratives coexist? Second, what impact does this have on marginalized game audiences, specifically women, as they try to enter game culture and spaces? And finally, what are the impacts of this struggle, and what can be learned from women’s strategies for managing their presence in a masculinized, often exclusionary space? The chapter also addresses the main theoretical concepts that undergird the book’s argument, including gender, hegemony, and feminism/postfeminism.
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Cote, Amanda C. "Tits, Tokenism, and Trash-Talk." In Gaming Sexism. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479838523.003.0003.

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Chapters 2 and 3 collectively focus on the forces female gamers encounter that work to maintain “core” as a definable, masculine sphere. This chapter explores the many instances of overt sexism, where the sexist nature of a behavior or trend is obvious, present in gaming. Drawing on interviews with female gamers, the chapter argues that women’s experiences rarely reflect the diversification narrative—that games are becoming more welcoming. Rather, women continue to struggle with hypersexualized female characters, games that lack playable female characters or offer only underdeveloped “token” women, and, of course, interpersonal harassment from other players. These behaviors and themes work to relegate women to the margins of gaming rather than allowing them to enter the cultural “core.” Further, the fact that games’ masculinized hegemony has been normalized over time often encourages female gamers to buy into and accept their own exclusion. At the same time, the obvious nature of overt sexism perhaps offers more opportunities for intervention than the less obvious moments of implicit sexism addressed in chapter 3.
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