Dockterman, Eliana. "Felicia Day Writes About #Gamergate, Gets Information Hacked." Time.Com (2014): 1. Business Source Complete. Web. 29 Nov. 2014.
This article outlines the treatment of women by gamers and how those that step out of line are treated. It talks about how information is published in order to harm women and the lengths that people go to hurt those women who stand up against the mainstream. It also shows the steps that people will go to protect these women. Football players, other gamers, they all will stand up for those pointed out. It will serve to be a good article providing information on both sides. This will allow me to make a more educated narrative and guess about how a female gamer or designer could be treated by both sides. It also serves to prove that not all people are against this open market.
Peckham, Matt. "Fixing What's Wrong With Gamergate Starts With You." Time.Com (2014): 1. Business Source Complete. Web. 29 Nov. 2014.
This article outlines some similarities between religion and the situation surrounding this recent Gamergate problem. It will allow me to make comparisons in my narrative and, again, create a more informed situation for my character. It also highlights some of the sources of the hatred of women in this area of culture, granting me something to home in on in future research, if needed. It is also a negative response to Gamergate, showing how others outside this community view the issue and women, showing that there is a wider range to social media. The issue of women and their portrayal in video games is definitely toxic, and this article has some information that shows this fact. It can be brought up as a source or quote within the narrative, or simply some of the ideas can be shown in the final product.
Poniewozik, James. "Misogynist Online Abuse Is Everyone's Problem-Men Included." Time.Com (2014): 1. Business Source Complete. Web. 29 Nov. 2014.
This article takes the Gamergate issue and shows trends across the spectrum in other areas of social media and electronic life. It shows that women are scared, not only in video games, but everywhere, and that when ever they respond or complain, this is the reaction. It identifies that women experience this everywhere, not just in the video game world. This will allow me to include reactions from people about more than one issue and possibly show the causes of them. Essentially, the existence of this article provides me with some information about origins of female exclusion across the electronic planet. I can use it to make further inferences about how people may react in these forums as well as the reasons women may have for not getting involved. I can also use the excuses provided with in the article in the creation of the responses of other characters in the narratives.
Feeney, Nolan. "Sweden Considers Special Labels For Sexist Video Games." Time.Com (2014): N.PAG. Business Source Complete. Web. 29 Nov. 2014.
This small article has within it some statistics about the number of women who work in the Video game industry in the US as well as some ideas for the roles of video games in culture. It mentions how they are a form of "cultural expression" and how they can be used to change the perceptions of certain groups.
Edmonds, Lisa. "A Joy Stick Of One's Own." Herizons 12.2 (1998): 20-23. Women's Studies International. Web. 29 Nov. 2014.
This article reviews how women are portrayed within video games, commenting on clothing style and attitude, and what this means for women. It will provide me with some information on how women are portrayed so, if I enter that realm, I do have something to work off of and use. It also compares the type of games girls and boys usually like, giving a baseline to work off of. In terms of a baseline, it can allow me to create realistic responses to the main character of my story who may be "breaking" these norms. Over all, this will give me a very nice basis to work off when it comes down to the content of the games girls are told to play.
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