1 Gender and Gaming: Exploring Gamer Performativity in the Postmodern Amana Marie Le Blanc Abstract This paper employs a narrative approach to explore the relationship between gender and video gaming using a postmodern theoretical perspective. At issue here is the meaning ascribed to the discursive production or performative (Butler, 1990/1999) of gender identity by self-identified female gamers. Using an alternative to the conventional multicase methodology, which inscribes stark demarcations around distinct cultural identities, this paper deconstructs conventional interpretations of case and context. This methodological approach is attuned to the boundary-less-ness and hybridity that is a hallmark of the postmodern experience (Deleuze & Guattari, 1987, Baudrillard, 1998, Lyotard, 1979, Jameson, 1991). In this context participant cases are understood as fragmented and fluid artefacts of hyper-mediated postmodern experiences. This paper explores the narratives of three gamers in an attempt to offer some provisional answers to the question: What does it mean to the participant in this study to identify as a female gamer? Furthermore, the following sub-questions assist in cultivating understandings that offer unique and multifaceted worldviews: a) How is gender identity enacted within video games? b) How is gender identity enacted in out-of-game contexts related to gaming? c) How does the construction and enactment of a gendered identity as part of the gaming experience influence conceptions of gender? Data sources including interviews, observations, audiovisual artefacts, and researcher memos will reveal types of lived events (Deleuze & Guattari, 1991/1994, pp ) as opposed to participants truths as substantiated by means of brute data (St. Pierre, 2013a). Data is represented in narrative form as a means of disrupting the prevailing discourse that stages digital culture as male purview, and opening up the space for re-inscription. Key Words: Video games, gamer identity, gender and gaming, female gamers, narrative educational research, postmodern space. *****
2 2 Gender and Gaming: Exploring Gamer Performativity in the Postmodern 1. Introduction For over 30 years educational researchers have investigated the possibility of using computer games for educational means. Since Thomas Malone (1981) first asked How can the features that make computer games captivating be used to make learning [ ] interesting and enjoy-able, researchers have increasingly added to the body of research on educational gaming (p. 334). The breadth of the research includes epistemological explorations (DeVane & Squire, 2012; Dickey, 2006; Gee 2003/2007; Gee & Hayes, 2012; Johnson, 2012; Shaffer, 2012; Shute, Rieber, & Van Eck, 2012; Squire, 2002; Squire 2006), empirical studies (Bachen, Hernández-Ramos, & Raphael, 2012; Barab, Gresalfi, & Ingram-Goble, 2010; Barab, Sadler, Heiselt, Hickey, & Zuiker, 2007; Rieber & Noah, 2008; Squire, Giovanetto, Devane, & Durga, 2005; Steinkuehler, 2010), and literature reviews (Connolly, Boyle, MacArthur, Hainey, & Boyle, 2012; Jenson & de Castel, 2010; Ke, 2006). Ten years after Malone s (1981) query, researchers began to cite the implications of the underrepresentation of females in gaming and technologies as potentially problematic (AAUW, 1998; AAUW, 1999; AAUW, 2000; Brosnan, 1999; Bryson & de Castell, 1994; Bryson & de Castell, 1998; Dugdale, DeKoven, & Ju, 1998; Sutton 1991). These and subsequent researchers were concerned that the onslaught of interest in game-based learning initiatives in K-12, higher education, and business settings would pose real concerns in terms of equal access (denoyelles & Kyeong-Ju Seo, 2012; Dyer, 2004; Goode, Estrella, & Margolis 2006; Hill, Corbett, & St Rose, 2010; Jenkins & Cassell, 2008; Jenson & de Castell, 2010; Jenson & de Castell, 2011; Jensen, de Castell, & Bryson, 2003; Klawe 2005). If female gender identity is not considered in the design of curricula that incorporates gaming initiatives, the result could very well be the marginalization of females in educational contexts. This concern that females not be side-lined in academic settings has prompted years of inquiry into the topics of gender, gaming, and technology, and yet there is a paucity of educational research that does not reify the stereotypical caricature of the female gamer (Jenson & de Castell, 2010). The ample quantitative evidence, while serving to recast this traditionally male province as at least marginally infiltrated by females, has been underpinned by a reductionist and static view of gender (e.g. Chisholm & Krisnakumar, 1981; Kaiser Family Foundation, 1999; Williams, Yee, & Chaplan, 2008). Qualitative research in this area, while resisting the male-default, female-deficit rhetoric, has nonetheless reinforced essentialized notions of the female video gamer player as selective, non-combative, less engaged, hyper-social, and casual gamer (e.g. Cassell & Jenkins, 1998; Cunningham, 2000; Laurel, 1998; Graner Ray, 2004). This lack of research that construes gender identity in more nuanced terms prompted my interest in exploring how females who do play video games negotiate their gendered identities in video games and as gamers within game culture.
3 Amana Marie Le Blanc 3 Table 1: Relationship between Need and Purpose Problem Current educational gaming initiatives are ubiquitous despite the widely recognized underrepresentation of females who play video games Current research overwhelmingly holds a static and binary view of gender identity Current research on gender and gaming does not do so in leisure contexts Current research on gender and gaming does not do so from a postmodern theoretical perspective which is central to game culture Purpose of the Study To explore the situated ways in which females who do play video games makes meaning in the male-dominated space. Such understanding will ultimately add to the body of research that ensures that game-based learning initiatives do not perpetuate gender bias To investigate gender identity in a more nuanced manner, as a performative To explore the ways in which female gamers inhabit gaming spaces voluntarily To attune to the hybrid, fragmented, interconnected, and hyper-mediated context of the postmodern era To address this first problem this study explored the situated ways in which females that do play video games make meaning and craft their identities in this male-dominated space. Such understanding will ultimately add to the body of research that ensures gender equity in education. The second problem that this study aimed to address is the fact that the current research on gender and gaming overwhelmingly holds a static and binary view of gender identity. This study investigated gender identity in a more nuanced manner, as a performative (Butler, 1990/1999). The concept of the performative will be further explicated in the Conceptual Framework section to follow. Also, the current research on gender and gaming largely does not do so in leisure contexts. This study explored the ways in which female gamers inhabit gaming spaces uncoerced. Conventional school settings have a long history of promulgating normative societal conceptions of gender (Gaskell & Willinsky, 1995). While binary conceptions of genders may also be entrenched in leisure context, unlike traditional school settings, participants chose to enter into gaming spaces uncoerced, which will allow for a more productive exploration. Finally, current research on gender and gaming, by and large, does not do so from a postmodern theoretical perspective which I believe to be central to game culture. This study adapted to the hybrid, fragmented, interconnected, and hyper-mediated context of the postmodern era.
4 4 Gender and Gaming: Exploring Gamer Performativity in the Postmodern My personal interest in this topic is that as an instructional design consultant, I am frequently charged with making boring elearning content more engaging to adult learners through "gamification" or the use of game mechanics. So I am personally invested in ensuring that I am not implicated in perpetuating gender bias in instructional contexts. I believe that it is ethically imperative that we obtain a deep understanding of females as related to gaming technologies. 3. Conceptual Framework This study s conceptual framework has three elements. Figure 1: Conceptual Framework It is grounded in a relational epistemology, conceived and championed by feminist philosopher of education Barbara Thayer-Bacon (2003). This is a theory of knowledge that views knowing as something that is socially constructed by embedded, embodied people who are in relation with each other (p. 10, emphasis in original text). Viewed in the context of the traditional oppositional binary of objectivism and subjectivism, Objectivism holds that Reality and Truth exist apart from conscious operations and that Knowledge is objectively apprehensible; Subjectivism, views knowing as coming solely from a person s subjective consciousness. Relational epistemology straddles and ultimately dissolves the divide both by rejecting the notion of transcendental Truth, but also by conceding that individuals do not contribute to knowledge in isolation, but rather as part of a community. In this context knowing is contextual and relational; it is a socially negotiated process. Thayer-Bacon (2003) describes this epistemology as steeped in a feminist and postmodern understandings of the need to address power and its effects on theories of knowledge as well as the classical pragmatist focus on addressing context (p. 48). My theoretical perspective, the second element of this conceptual framework, is postmodernism whose underlying stance is that the collectively shared stories or metanarratives that shaped our world since the Enlightenment are no longer valid (Lemert, 2005; Lyotard, 1979/1984). Some of modernity s metanarratives include
5 Amana Marie Le Blanc notions that: a) there is a fixed, coherent, knowable self; b) that reason invariably leads to truth/fact, hence what is good, right, ethical, and legal; c) that objective scientific knowledge leads to mastery of the world and human progress toward perfection; d) that societal laws are created for the greater good rather than for special interests; e) that everything is attainable for everyone; and f) that all men are equal and free. Postmodern theory challenges these and other dominant modernist metanarratives as it views them as circulated by interested parties bent on policing ideological exploits, circumscribing knowledge, and suppressing difference (an example of this is colonialism). Another important element of Postmodern theory, which links back to relational epistemology, is the notion that technological advancements have become so central to the way we engage with the world that we are living in a global village. That phrase, coined by McLuhan (1964/1994) in the 60s, underlies a strand of postmodern thought that views our PCs, tablets, TVs, radios, satellites, conveyances, s, cell phones, and a host of social media tools as extending us, interconnecting us, and fragmenting our experience (Soukup, 2012). Gaming technologies blur boundaries, deconstruct unified identity constructs, dislocate subjects, rupture conventional notions of time and space, and coalesce divergent cultural practices. This hybridity that is the hallmark of a gamers experience is innately suited to being interpreted by means of postmodern perspectives. The third element of my conceptual framework is Judith Butler s (1990/1999) notions of gender performativity. Butler has said: It would be wrong to think that a discussion of identity ought to proceed prior to a discussion on gender identity because people only become intelligible through becoming gendered in conformity with recognizable standards of gender intelligibility (p. 22). She argues that gender is performatively produced, which is to say iteratively enacted within highly circumscribed binary framework that serves to promote the fiction of gender coherence. To me, Butler s conception of gender identity is promising because in as much as gender is a performative or an ongoing discursive practice, it is amenable to reformulations, new articulations, and different interpretations (p. 45). In terms of methodology, I used my own adaptation of multicase design (Le Blanc, 2015) because as influenced by modernist thought the traditional design envisions each case and context as a complex, unique, bounded system. 5
6 6 Gender and Gaming: Exploring Gamer Performativity in the Postmodern Figure 2: Multiple-Case Design. Adapted from Case Study Research: Design and Methods (5th ed.) (50), by R. K. Yin, 2014, Thousand Oaks, CA: Sage. Copyright  by the Amana Marie LeBlanc. Adapted with permission. The conventional multicase design is depicted in figure 2. This classical ethnographic approach to the study of isolated cultures or subcultures is wholly inappropriate to the practices and processes that comprise the postmodern experience. Postmodern culture as mediated by technologies is anything but tidily compartmentalized. We are a global village in every sense. McLuhan (1964) said of divergent cultures: They can no longer be contained, in the political sense of limited association. They are now involved in our lives, as we in theirs thanks to electric media (p. 5, italics in the original). Beyond simple engagement with others, we amplify and extend ourselves by way of technology (McLuhan, 1964/1994, p. 64; see also Baudrillard, 1981/1994). Postmodern cases and contexts are hyper-mediated, fragmented, and interconnected. They are between, becoming, fluid, simultaneous, and boundary-less. They are spaces of pure connection. The epistemic pursuit that underpins adapted multicase design, depicted in figure 3, expands reductionist views of cases and context in light of the shared hypermediated context of the information age. Figure 3 depicts a moving matrix (Colman, 2005/2010) that is the rhizome (Deleuze & Guattari, 1987). Espousing a rhizomatous view of a case means seeing each case as continuously in motion, always becoming, unconfined by spatial loci, unconstrained by binaries or other taxonomic schemes, seamlessly linked to other cases through lines of flight that ceaselessly de-territorialize and reterritorialize each other, and in so doing, engender metamorphosis (Deleuze & Guattari, 1987, p. 21) and constitute new relations and ways of being (Kaufmann, 2011, p. 151). While the typical case study design emphasizes studying each case in detached and compartmentalized contexts (see figure 2), this research design recognizes the postmodern context as interconnected, saturated
7 Amana Marie Le Blanc with hyper-mediated images on a broad scale, and understands cases as fragmented and boundary-less (see figure 3). 7 Figure 3: Adapted Multicase Design 2. The Study This research took place in Atlanta, Georgia over the course of a four month period be-ginning in February and ending in May of The three participants in my study responded to fliers circulated in local video game shops, coffee shops, comic book shops, and a local gamebar. Each participant met the criteria of selfidentification as female and self-identification as a gamer, although each perceived her femininity and defined being a gamer in different ways. Interviewees signed an Institutional Review Board approved consent form. Two participant ages were 27, and one was 36; two were European American and one was African American. Pseudonyms were assigned to all participants and there were no incentives for participation in the study. I conducted two semi-structured interviews and three observations with each participant. Interviews were open-ended and were recorded with participants consent. Interview duration was between 35 and 60 minutes. Initial questions explored early experiences with, and roles played by video games. Subsequent questions explored avatar creation and gender identity negotiation between video game and real world spaces, and the mediated discourse surrounding game culture. Interviews were transcribed verbatim; follow-up s and phone communications took place when responses were unclear or when further elaboration was needed. First observations took place in a local gaming bar wherein participants selected their preferred game platform (PC or console) and game. Gamebar observations were recorded using GoPro, a wide-angle video
8 8 Gender and Gaming: Exploring Gamer Performativity in the Postmodern recording device which captured the game play and participant. Subsequent observations took place using Twitch.tv, a live broadcasting of video games, which permits users to play, chat, and watch game action (in a larger screen) the payers themselves (in a small screen) players. Streaming observations were recorded using Screencast-O-Matic, an online screen recorder. I obtained detailed descriptive notes and spatial sketches at the time of each observation. 4. Meaning Making (or Data Analysis) Meaning making or data analysis has just recently completed and consisted of first-cycle coding method In Vivo (Saldaña, 2013). In reviewing interview transcripts I attuned myself to words and phrases that stood out and made notations in transcript margins, circled thought-provoking turns of phrase, and underlined and marked up the text using different coloured highlighters. Using verbatim participant-generated speech to elicit themes is often used as devices of legitimization by ethnographers who seek to proclaim the authenticity of their research narratives (Minh-Ha, 1991, p. 67; Min-Ha, 1992, p. 193). However, narratives shaped by attempts to give voice to participants, will nevertheless be profoundly influenced by the subjective perspectives of a privileged voice-giver (Minh-Ha, 1991; Minh-Ha, 1992; Visweswaran, 1995). I employed writing as a method of inquiry (Richardson & St. Pierre, 2005) to interrogate my privilege and scrutinize how my subjective perspective plausibly divergent from that of my participants was shaping the research narratives. I also analysed this study s data using I used Qualitative Data Analysis Software (QDAS) NVivo 10, toward the construction of narratives that resisted positivistic penchants for coherence and closure. The use of computer analysis software might seem antithetical to research underpinned by postmodern theoretical perspectives because all too often it is used as a means of proffering a static and decontextualized narrative of truth. A tool such as NVivo whose assertions of transparency which are meant to highlight the trustworthiness of the data analysis (Cousins & McIntosh, 2005; Johnston, 2006; Rademaker, Grace, & Curda, 2012; Ryan, 2009) might also be mobilized show showcase how transient, fabricated, and malleable authoritative narratives of knowledge are. I chose to use NVivio firstly, as a means of honouring my participants experiences in the digital sphere. Secondly, I used it as a means to read against closure and reveal a postmodern pastiche (Jameson, 1991/1999, p. 16) of multiple, partial, incongruous narratives. Fredric Jameson (1985) has described pastiche as [o]ne of the most significant features or practices in postmodernism (p. 113) and he defines it as parody without satire or humour it is parody that has lost its sense of nostalgia for the Real that it caricatures. While QDAS technologies are conventionally used to accurately capture and quantify the true, I used NVivo to foreground the fictions of ethnographic truth narratives (Visweswaran, 1995). The tensions inherent in this foregrounding are a
9 Amana Marie Le Blanc function of a postmodern artist s or writer s movement toward new knowledge that works against conventional ways of reasoning. Lyotard (1979/1984) has termed this undertaking paralogy. On Lyotard s view the postmodern artist or writer has an epistemic duty to impart a stronger sense of the unpresentable and activate the differences (pp ). Lather (2013) has argued that the blueprint for postqualitative might transpire along these lines: Out of mutated dominant practices, through a convergence of practices of intensity and emergence, both practice and objects of a field are redefined and reconfigured (p. 641). Using an instrument that is frequently used to codify, quantify, and confine qualitative knowledge, toward the paralogical production of counter-narratives that resist closure and challenge the notion of a single narrative, might transform that practice and instrument. 5. Narrative Findings and Representation Some very preliminary findings have given me an indication that border crossing and hybridity are important themes. It appears that entering game space performatively disrupts and re-inscribes spaces traditionally seen as male purview. Also, hyper-real experiences allow for conceptions of gender as liminal, nonbinary, and as an ongoing and fluid process. The narratives of gender construction in this space appear to be shaped by the social and cultural context of play. And there are contradictions; Gamers often appear to be conceptually liberated, but are constrained by out-of-game gender norms. In terms of representation the unfolding narrative is taking shape as fragmented conversations between the three gamers who are located at different sites (alternately playing at gamebar and in their homes streaming). They are spatially dispersed but are interconnected by means of shared sociopolitical and cultural context, as well as by mediating technologies. There are also interruptions and influences that are shaping the narrative, some of which include: children in the background, a boyfriend who wants a turn playing, media bulletins related to game culture, and the researcher/author co-determination of meaning. 9 Bibliography AAUW, American Association of University Women (1998). Separated by sex: A critical look at single-sex education for girls. Susan Morse (Ed). Washington, D.C.: Educational Foundation of the American Association of University Women. AAUW, American Association of University Women (1999). Gender gaps: Where schools still fail our children. New York: Marlowe & Company.
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11 Amana Marie Le Blanc Deleuze, G., & Guattari, F. (1994). What is philosophy? (H. Tomlinson & G. Burchell, Trans.). New York, NY: Columbia University Press. (Original work published 1991) denoyelles, A. & Kyeong-Ju Seo, K. (2012). Inspiring equal contribution and opportunity in a 3d multi-user virtual environment: Bringing together men gamers and women non-gamers in Second Life. Computers & Education, 58, doi: /j.compedu DeVane, B. & Squire, K.D. (2012). Activity theory in learning. In D. H. Jonassen and S. M. Land (Eds.). Theoretical foundations of learning environments (2nd ed., pp ). New York: Routledge. Dickey, M. (2006). Game design narrative for learning: Appropriating adventure game design narrative devices and techniques for the design of interactive learning environments. Educational Technology Research & Development, 54(3), Dugdale, S., DeKoven, E., & Ju, M. (1998). Computer course enrollment, home computer access, and gender: Relationships to high school students success with computer spreadsheet use for problem solving in pre-algebra. Journal of Educational Computing Research, 18(1), Dyer, S. K. (2004). Under the Microscope: A Decade of Gender Equity Projects in the Sciences. Washington, DC: American Association of University Women. Gaskell, J. & Willinsky, J. (1995). Introduction: The Politics of the Project. In J. Gaskell & J. Willinsky (Eds.), Gender In/forms Curriculum: From Enrichment to Transformation. New York: Teachers College Press. Gee, J. P. (2003/2007). What video games have to teach us about learning and literacy (2nd ed.). New York: Palgrave Macmillan. Gee, J. P., Hayes, E. (2012). Nurturing Affinity Spaces and game-based learning. In Steinkuehler, C., Squire, K., & Barab, S. (Eds.), Video games, learning, and society (pp ). Cambridge University Press. Goode, J., Estrella, R., & Margolis, J. (2006). Lost in translation: Gender and high school computer science. In J. M. Cohoon & W. Aspray (Eds.), Women and information technology: Research on underrepresentation (pp ). Cambridge, MA: MIT Press. Graner Ray, S. (2004). Gender inclusive game design: Expanding the market. Hingham, MA: Charles River Media. Hill, C., Corbett, C., & St Rose, A. (2010). Why So Few? Women in Science, Technology, Engineering, and Mathematics. Washington, DC: American Association of University Women. Jameson, F. (1991). Postmodernism, or, the cultural logic of late capitalism. Durham: Duke University Press. Jenkins, H., & Cassell, J. (2008). From quake grrls to desperate housewives: A decade of gender and computer games. Beyond Barbie and Mortal 11
12 12 Gender and Gaming: Exploring Gamer Performativity in the Postmodern Kombat: New perspectives on gender and gaming, Cambridge, MA: MIT Press. Jenson, J., & de Castell, S. (2010). Gender, Simulation, and Gaming: Research Review and Redirections. Simulation & Gaming, 41(1), Jenson, J., & de Castell, S. (2011). Feminist Media Studies, 11(2), doi: / Jenson, J., de Castell, S., & Bryson, M. (2003) Girl talk : gender, equity, and identity discourses in a school-based computer culture, Women's Studies International Forum, 26(6), doi: /j.wsif Johnson, S. (2012). Theme is not meaning: Who decides what the game is about? In Steinkuehler, C., Squire, K., & Barab, S. (Eds.), Video games, learning, and society (pp ) Cambridge University Press. Johnston, L. (2006). Software and method: Reflections on teaching and using QSR NVivo in doctoral research. International Journal of Social Research Methodology, 9(5), Kaiser Family Foundation. (1999). Kids & the new millennium (Program for the Study of Entertainment Media and Health). Retrieved February 20, 2014, from Kaufmann, J. (2011). Poststructural analysis: Analyzing empirical matter for new meanings. Qualitative Inquiry, 17(2), doi: / Klawe, M. (2005). Increasing the number of women in computer science, what works? Paper presented at the 36th SIGCSE Technical Symposium on Computer Science Education, St. Louis, MI. Lather, P. (2013). Methodology-21: what do we do in the afterward? International Journal of Qualitative Studies in Education (QSE), 26(6), 634. doi: / Laurel, B. (1998). An interview with Brenda Laurel. In J. Cassell & H. Jenkins (Eds.), From Barbie to Mortal Kombat (pp ). Boston: MIT Press. Le Blanc, A. M. (2015). Toward a post-multicase methodological approach. International Journal of Qualitative Studies in Education, 28(6), xx-xx. doi: / Lemert, C. (2005). Postmodernism is not what you think: Why globalization threatens modernity. Boulder, CO: Paradigm. Lyotard, J-F. (1979/1984). The postmodern condition: A report on knowledge. Minneapolis: University of Minnesota Press. Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive Science, 5(4), McLuhan, H. M. (1994). Understanding media: The extensions of man. Cambridge, MA: MIT Press. (Original work published in 1964) Minh-Ha, T. T. (1991). When the moon waxes red: Representation, gender and cultural politics. New York, NY: Routledge.
13 Amana Marie Le Blanc Minh-Ha, T. T. (1992). Framer Framed: Film Scripts and Interviews. New York, NY: Routledge. Rademaker, L. L., Grace, E. J., & Curda, S. K. (2012). Using computer-assisted qualitative data analysis software (CAQDAS) to re-examine traditionally analyzed data: Expanding our understanding of the data and of ourselves as scholars. Qualitative Report, 17(43), Richardson, L. & St. Pierre, E. A. (2005). Writing: A method of inquiry. In N. K. Denzin & Y. S. Lincoln (Eds.), Handbook of qualitative research (3rd ed., pp ). Thousand Oaks, CA: Sage. Rieber, L. P., & Noah, D. (2008). Games, simulations, and visual metaphors in education: antagonism between enjoyment and learning. Educational Media International, 45(2), Ryan, M. (2009). Making visible the coding process: Using qualitative data software in a post-structural study. Issues in Educational Research, 19(2), Saldaña, Johnny. (2013). The coding manual for qualitative researchers, (2nd ed.). Los Angeles, CA: Sage Publications. Shaffer, D. W. (2012). Models of situated action: Computer games and the problem of transfer. In Steinkuehler, C., Squire, K., & Barab, S. (Eds.), Video games, learning, and society (pp ) Cambridge University Press. Shute, V. J. & Rieber, L. P., Van Eck, R. (2012). Games... and... learning. In Reiser, R.A. & Dempsey, J.V. (Eds.), Trends and issues in instructional design and technology (3rd ed., pp ). Upper Saddle River, NJ: Pearson Education. Soukup, C. (2012). The postmodern ethnographic flaneur and the study of hypermediated everyday life. Journal of Contemporary Ethnography, 42(2), Squire, K. (2006). From content to context: Videogames as designed experience. Educational Researcher, 35(8), Squire, K. D. (2002). Cultural framing of computer/video games. Game Studies: The International Journal of Computer Game Research, 1(2). Retrieved January 23, 2014, from Squire, K., Giovanetto, L., Devane, B., & Durga, S. (2005). From users to designers: Building a self-organizing game-based learning environment. TechTrends: Linking Research & Practice to Improve Learning, 49(5), St. Pierre, E. A. (2013a). The Appearance of Data. Cultural Studies Critical Methodologies, 13(4), doi: / Sutton, R. E. (1991). Equity and computers in the schools: A decade of research. Review of Educational Research, 61,
14 14 Gender and Gaming: Exploring Gamer Performativity in the Postmodern Steinkuehler, C. (2010). Digital literacies. Journal of Adolescent & Adult Literacy, 54(1), Thayer-Bacon, B. (2003). Relational (e)pistemologies. New York: Peter Lang. Visweswaran, K. (1994). Fictions of feminist ethnography. University of Minnesota Press. Williams, D., Yee, N., & Caplan, S. E. (2008). Who plays, how much, and why? Debunking the stereotypical gamer profile. Journal of Computer- Mediated Communication, 13(4), doi: /j x Author s Bio Amana is an instructional design consultant and a doctoral candidate in the Learning Technologies Department of Georgia State University. Her research interests include post-qualitative inquiry, postmodern methodological approaches, feminist theory, and deconstructive usages of research qualitative technologies.
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