Literaturtipps

Eine Auswahl aus dem Bestand der Teilbibliothek Bremerhaven (print) und der online-Angebote der SuUB

Ahmadi, Michael; Eilert, Rebecca; Weibert, Anne; Wulf, Volker; Marsden, Nicola: Hacking Masculine Cultures - Career Ambitions of Female Young Professionals in a Video Game Company. Online verfügbar unter dl.acm.org/doi/10.1145/3311350.3347186

Angenent, Holger; Heidkamp, Birte; Kergel, David (Hg.) (2019): Digital Diversity. Bildung und Lernen im Kontext gesellschaftlicher Transformationen. Wiesbaden: Springer VS (Springer eBooks).
Online verfügbar unter dx.doi.org 10.1007/978-3-658-26753-7

Blikstein, Paulo; Abrahamson, Dor (Hg.) (2017): IDC 2017. Proceedings of the 2017 ACM Conference on Interaction Design and Children : June 27-30, 2017, Stanford, CA, USA. Unter Mitarbeit von Paulo Blikstein und Dor Abrahamson. IDC '17: Interaction Design and Children. Stanford California USA, 27 06 2017 30 06 2017. ACM Conference on Interaction Design and Children; Association for Computing Machinery; International ACM Conference on Interaction Design and Children; IDC. New York, NY, USA: ACM Association for Computing Machinery.

Diewald, Gabriele; Steinhauer, Anja (2020): Handbuch geschlechtergerechte Sprache. Wie Sie angemessen und verständlich gendern. Berlin: Dudenverlag (Duden).

Fölsing, Ulla (2001): Nobel-Frauen. Naturwissenschaftlerinnen im Porträt. 4., erw. Aufl., Original-Ausg. München: Beck (Beck'sche Reihe, 426).

Ganguin, Sonja; Hoblitz, Anna (2014): High Score & High Heels : Berufsbiografien von Frauen in der Games-Industrie. Wiesbaden: Springer VS (SpringerLink : Bücher). Online verfügbar unter dx.doi.org/10.1007/978-3-658-03825-0.

Hahn, Sabine (2017): Gender und Gaming. Dissertation. Online verfügbar unter: dx.doi.org 10.14361/9783839439203

Iacopetti, Fabrizio; Fanucci, Luca; Roncella, Roberto; Giusti, David; Scebba, Andrea: Game Console Controller Interface for People with Disability. In: 19supth/sup EAEEIE annual conference.

Ihsen, Susanne; Mellies, Sabine; Jeanrenaud, Yves; Wentzel, Wenka; Reutter, Martina; Diegmann, Lydia; Kubes, Tanja (2017): Weiblichen Nachwuchs für MINT-Berufsfelder gewinnen : Bestandsaufnahme und Optimierungspotenziale. Berlin: LIT (TUM Gender- und Diversity-Studies, Band 3). Online verfügbar unter search.ebscohost.com/login.aspx.

Jamil, Abid; Faisal, Ch. M. Nadeem; Habib, Muhammad Asif; Jabbar, Sohail; Ahmad, Haseeb (2019): ACM (Proceedings of the XX International Conference on Human Computer Interaction: T1 - The Experimental Investigation of the Influence of Gender in Enjoyment, Ease of use, Satisfaction, and Usefulness during Interaction in Gaming Environment). Online verfügbar unter dx.doi.org/https://dl.acm.org/doi/10.1145/3335595.3335605.

Jungkunz, Bettina (2012): Zum Ingenieur geboren? Einflüsse auf die Berufswahl von Ingenieurinnen und Naturwissenschaftlerinnen. Zugl.: Würzburg, Univ., Diss., 2011. Berlin: Logos.

Kafai, Yasmin B. (Hg.) (2008): Beyond Barbie® and Mortal Kombat. New perspectives on gender and gaming. International Workshop. Cambridge, Mass.: MIT Press.

Kafai, Yasmin B.; Richard, Gabriela T.; Tynes, Brendesha M. (2017): Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming. Online verfügbar unter repository.cmu.edu/etcpress/52.

Kampmann, Birgit; Knippelmeyer, Michael; Wagner, Frank; Keller, Bernhard (2013): Die Frauen und das Netz : Angebote und Nutzung aus Genderperspektive. Wiesbaden: Gabler Verlag. Online verfügbar unter dx.doi.org/10.1007/978-3-8349-4129-9.

Leicht-Scholten, Carmen; Schroeder, Ulrik (2014): Informatikkultur neu denken - Konzepte für Studium und Lehre : Integration von Gender und Diversity in MINT-Studiengängen. Wiesbaden: Springer Vieweg. Online verfügbar unter dx.doi.org/10.1007/978-3-658-06022-0.

Malkowski, Jennifer; Russworm, TreaAndrea M. (2017): Gaming representation: race, gender, and sexuality in video games: Indiana University Press (Digital Game Studies). Online verfügbar unter search.ebscohost.com/login.aspx.

Manero, Borja; Torrente, Javier; Fernández-Vara, Clara; Fernández-Manjón, Baltasar (2017): Investigating the impact of gaming habits, gender, and age on the effectiveness of an educational video game: An exploratory study. Online verfügbar unter https//zenodo.org/record/583243.

Marsden, Nicola; Wulf, Volker; Rode, Jennifer; Weibert, Anne (2018): Proceedings of the 4th Conference on Gender & IT: ACM. Online verfügbar unter dx.doi.org/https://dl.acm.org/doi/10.1145/3196839.

McDivitt, Anne Ladyem (2020): Hot Tubs and Pac-Man : gender and the early video game industry in the United States (1950s–1980s). München: De Gruyter Oldenbourg (Video games and the humanities, volume 1). Online verfügbar unter dx.doi.org/https://doi.org/10.1515/9783110668575.

Mueller, Florian Floyd; Johnson, Daniel; Schouten, Ben (Hg.) (2018): Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play. Companion expended abstracts. CHI PLAY '18: The annual symposium on Computer-Human Interaction in Play. Melbourne VIC Australia, 28 10 2018 31 10 2018. CHI Play; CHI Play; Annual Symposium on Computer-Human Interaction in Play; ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play; SIGCHI Annual Symposium on Computer-Human Interaction in Play; Symposium on Computer-Human Interaction in Play. New York: ACM.

Neely, Erica L. (2017): No player is ideal. In: ACM SIGCAS Computers and Society 47 (3), S. 98–111. DOI: 10.1145/3144592.3144602.

Pyae, Aung (2018): Investigating the Usability, User Experiences, and Usefulness of Digital Game-based Exercises for Elderly People. In: Florian Floyd Mueller, Daniel Johnson und Ben Schouten (Hg.): Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play. Companion expended abstracts. CHI PLAY '18: The annual symposium on Computer-Human Interaction in Play. Melbourne VIC Australia, 28 10 2018 31 10 2018. CHI Play; CHI Play; Annual Symposium on Computer-Human Interaction in Play; ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play; SIGCHI Annual Symposium on Computer-Human Interaction in Play; Symposium on Computer-Human Interaction in Play. New York: ACM, S. 71–76.

Rehbein, Florian; Staudt, Andreas; Hanslmaier, Michael; Kliem, Sören (2016): Video game playing in the general adult population of Germany: Can higher gaming time of males be explained by gender specific genre preferences? In: Computers in Human Behavior 55PB, S. 729–735. Online verfügbar unter dx.doi.org/https://doi.org/10.1016/j.chb.2015.10.016.

Robb, Nigel; Leahy, Michael; Sung, Connie; Goodman, Lizbeth (2017): Multisensory Participatory Design for Children with Special Educational Needs and Disabilities. In: Paulo Blikstein und Dor Abrahamson (Hg.): IDC 2017. Proceedings of the 2017 ACM Conference on Interaction Design and Children : June 27-30, 2017, Stanford, CA, USA. Unter Mitarbeit von Paulo Blikstein und Dor Abrahamson. IDC '17: Interaction Design and Children. Stanford California USA, 27 06 2017 30 06 2017. ACM Conference on Interaction Design and Children; Association for Computing Machinery; International ACM Conference on Interaction Design and Children; IDC. New York, NY, USA: ACM Association for Computing Machinery, S. 490–496.

Robert Houghton (2016): Where did you learn that? The self-perceived educational impact of historical computer games on undergraduates: Universität Bremen; FB9 Kulturwissenschaften; Institut für Religionswissenschaft und Religionspädagogik (5). In: gamevironments.

Sarı, Gülşah (Hg.) (2020): Gender and diversity representation in mass media. Hershey, Pennsylvania: IGI Global (Advances in media, entertainment, and the arts (AMEA) book series).

Schultheiss, Daniel (2017): "From the Weaker Sex to Hardcore Gaming": Female Gaming Patterns on the Internet. In: Computers in Entertainment (CIE) 15 (2), S. 1–8. Online verfügbar unter dx.doi.org/https://dl.acm.org/doi/10.1145/3026368.

Scott, Linda (2020): Das weibliche Kapital. 1. Auflage. München: Carl Hanser Verlag.

Shaw, Adrienne (2014): Gaming at the edge. Sexuality and gender at the margins of gamer culture. Minneapolis, London: University of Minnesota Press.

Souza Santos, Flávia de; Paiva, Debora M. B.; Fortes, Renata P. M. (2019): A specialized cognitive walkthrough to evaluate digital games for elderly users. In: Rodrigo Laiola Guimaraes (Hg.): Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems. IHC '19: XVIII Brazilian Symposium on Human Factors in Computing Systems. Vitória Espírito Santo Brazil, 22 10 2019 25 10 2019. New York,NY,United States: Association for Computing Machinery (ACM Digital Library), S. 1–11.

Spiel, Katta; Gerling, Kathrin (2021): The Purpose of Play: How HCI Games Research Fails Neurodivergent Populations. In: ACM Transactions on Computer-Human Interaction (TOCHI) 28 (2), S. 1–40. DOI: 10.1145/3432245.

Wensierski, Hans-Jürgen von; Langfeld, Andreas; Puchert, Lea (2015): Bildungsziel Ingenieurin: Biographien und Studienfachorientierungen Von Ingenieurstudentinnen - eine Qualitative Studie (Studien Zur Technischen Bildung Ser, v. 2). Online verfügbar unter dx.doi.org/https://www.jstor.org/stable/10.2307/j.ctvddzv35.

Wentzel, Wenka (Hg.) (2011): Generation Girls'Day. Opladen, Berlin: Budrich UniPress.

YVONNE HAFFNER; LENA LOGE: Frauen in Technik und Naturwissenschaft: eine frage der passung;aktuelle erkenntnisse und einblicke in orientierungsprojekte. Online verfügbar unter dx.doi.org/https://www.jstor.org/stable/10.2307/j.ctvdf0mqh.