Overt and Inferential Sexist Language in the Video Game Industry

dc.contributor.authorJohnson, Kristina
dc.date.accessioned2014-09-18T18:03:38Z
dc.date.available2014-09-18T18:03:38Z
dc.date.issued2014-06
dc.description41 pages. A thesis presented to the Department of Economics and the Clark Honors College of the University of Oregon in partial fulfillment of the requirements for degree of Bachelor of Science, Spring 2014.en_US
dc.description.abstractThe video game industry is predominantly male in both its producer and its consumer base, a result of significant barriers preventing women from participating in the industry equally. These barriers include women's Jack of involvement in computer science education, a lack of confidence in their abilities, and a general attitude of exclusion within the video game industry. This thesis will use feminist language theory to examine the overt and inferential sexist interactions present in professional and casual settings in the videogame industry, and suggesting that the industry might use feminist language theory to create safer spaces for women's participation.en_US
dc.identifier.urihttps://hdl.handle.net/1794/18261
dc.language.isoen_USen_US
dc.publisherUniversity of Oregonen_US
dc.relation.ispartofseriesUniversity of Oregon thesis, Dept. of Economics, Honors College, B.S., 2014;
dc.rightsAll Rights Reserved.en_US
dc.subjectGenderen_US
dc.subjectSexismen_US
dc.subjectInteractionsen_US
dc.subjectVideo gamesen_US
dc.subjectLanguageen_US
dc.titleOvert and Inferential Sexist Language in the Video Game Industryen_US
dc.typeThesis / Dissertationen_US

Files

Original bundle
Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
Thesis Final-Johnson KJ.pdf
Size:
263.23 KB
Format:
Adobe Portable Document Format
License bundle
Now showing 1 - 1 of 1
Name:
license.txt
Size:
2.13 KB
Format:
Item-specific license agreed upon to submission
Description: