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Gender Sensitive Media Composition through Participatory Design: Evaluation Concept for the Development of an Online Role-Play Game for Girls
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, , University of Krems, Austria

E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Quebec City, Canada ISBN 978-1-880094-63-1 Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA

Abstract

A number of indicators point to a high potential for computer games in the context of education. Yet, with regard to the usage of technology, a gender gap exists showing a poor usage of computer games by females. Reasons for this are that the computer games contents' don't correspond to the interests of females, or are designed by stereotypical conceptions. Hence, design approaches that reflect the interests of females and break stereotypical gender models are needed. This paper presents the participatory design of an online role play (SITCOM) with the target group of girls being continuously involved in the development process. The results of the continuous evaluation were the basis of the entire design process. Methods of data gathering were group discussions, interviews, questionnaires, and usability tests. The results indicated that the approach was successful in meeting the demands of the target group and breaking down traditional gender stereotypes.

Citation

Zauchner, S. & Zens, B. (2007). Gender Sensitive Media Composition through Participatory Design: Evaluation Concept for the Development of an Online Role-Play Game for Girls. In T. Bastiaens & S. Carliner (Eds.), Proceedings of E-Learn 2007--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 556-561). Quebec City, Canada: Association for the Advancement of Computing in Education (AACE). Retrieved June 26, 2019 from .

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