Overt and Inferential Sexist Language in the Video Game Industry
dc.contributor.author | Johnson, Kristina | |
dc.date.accessioned | 2014-09-18T18:03:38Z | |
dc.date.available | 2014-09-18T18:03:38Z | |
dc.date.issued | 2014-06 | |
dc.description | 41 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.abstract | The 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.uri | https://hdl.handle.net/1794/18261 | |
dc.language.iso | en_US | en_US |
dc.publisher | University of Oregon | en_US |
dc.relation.ispartofseries | University of Oregon thesis, Dept. of Economics, Honors College, B.S., 2014; | |
dc.rights | All Rights Reserved. | en_US |
dc.subject | Gender | en_US |
dc.subject | Sexism | en_US |
dc.subject | Interactions | en_US |
dc.subject | Video games | en_US |
dc.subject | Language | en_US |
dc.title | Overt and Inferential Sexist Language in the Video Game Industry | en_US |
dc.type | Thesis / Dissertation | en_US |