A few major themes

  1. Notions and expectations of “real” or “authentic” gender(ed) identities, e.g. “real” men, “real” women, “real” gamers, etc.
  2. Cycles that perpetuate gender biases, and the efforts we might make to interrupt these cycles. For example: Wikipedia’s silence on female artists is (partly) due to a small body of research on female artists, and this hole in Wikipedia also creates the illusion that there just aren’t that many female artists, continuing the cycle. People have fought to disrupt this system via edit-a-thons.
  3. The positioning of masculinity and femininity as adversarial and mutually exclusive, and the ways that this conflict manifests in technologies (for example: the creation and marketing of boys’ toys and girls’ toys but relatively few “gender-neutral” toys)

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