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3.3.09
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Gender
& Technology

Purpose
Digital
technologies have a vexing relationship with social inequalities and ideologies,
especially in terms of gender. Although the metaphor of technological
egalitarianism is prevalent in our cyberculture (and sometimes our cyberculture
scholarship), there are many ways that gender inequalities transfer from
the "real world" to online spaces. However, there are some ways
in which these technologies have opened up opportunities and potential
social avenues for groups that have been traditionally discriminated against.
Today we will examine this paradox.
Activity:
Being in a Virtual Space
We are going
to spend the first part of class in a virtual space to get a feel for
what existing in an online space is like. To enter an online space...
- Go to
SchMOOze
University and read the description of this virtual world
- Click
on the first link "Visit schMOOze! (Java-enabled browsers only)"
- Choose
a color (lighter colors work best) and a size (regular works well) and
click "Connect"
- If a
window with the color you have selected does not appear, double click
the empty space. A window with an ASCII drawing of a cow will appear.
- In the
very bottom space type "connect guest"
- Follow
the instructions by typing in a name (then type "yes")
and then a description
- Use the
commands below the screen to explore the virtual world. For more advanced
commands, see VRoma
Moo Commands.
- If anybody
is there, interact with them, but be polite.
Discussion
I: Let's SchMOOze
For
the first discussion we will discuss your experience in light of various
reading from the semester:
- What
did you name yourself? Why? How did you describe yourself? Why?
- What
did you do while you explored?
- What
did you like about this experience? dislike?
- How
easy what this program to use? What did you want to do that it would
not let you do?
- How
does this online experience compare to those afforded by Second
Life or World of Warcraft?
Discussion
II: Gender & Technology
As
a class we will discuss the following questions:
- What
questions did you have about the readings?
- Should
Mr. Bungle's offense be called "cyberrape"? Do you think his
actions are illegal?
- How
does Mr. Bungle's offences compare to those of Alex or Harry? What do
these individuals tell us about the possibilities of online communities?
about the separation between virtual life and real, especially when
it comes to issue of gender relations?
- What
do the designs of the various ALife games Kember describe tell us about
the separation between real life and the virtual world?
- Gorkemli
gives his audience a relatively positive perspective of the technologies
potential for gender minorities. But his narrative is far from deterministic.
How does his mapping help us to understand this potential as rhetorical?

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