This presentation demonstrates how the social setting of a co-educational elementary classroom elicits gender-specific performances with respect to free-time computer use, including game play and web-surfing. In light of recent industrial recognition of a “girls” market for electronic games, and the growing body of research about girls’ preferences and habits about computing, this work presents participant observation and qualitative student interviews (ethnography) to inform these directions of game development and research.
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Karen Orr Vered (1998) studied this question.
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