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Home > Virtual Gender: Technology, Consumption and Identity Matters > Understanding computer game cultures: A situated approach

Virtual Gender: Technology, Consumption and Identity Matters |
Routledge
Virtual Gender: Technology, Consumption and Identity Matters

Understanding computer game cultures: A situated approach
Authors

ARI Id

1666130552059_14822726

Access

Open/Free Access

Pages

125-145

DOI

10.4324/9780203977019-14

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Table of Contents of Book
Showing 1 to 20 of 20 entries
Chapters/HeadingsAuthor(s)PagesInfo
Part I Gendered access and experience of ICTs and the Internet
23-24
25-49
50-66
67-84
85-105
106-122
Part II Leisure, pleasure and consumption
123-124
125-145
146-171
172-194
195-210
211-228
Part III Citizens at work and in the community
229-230
231-246
247-262
263-284
Part IV Identity and self: Gendered play, virtual reality and cyborgization
285-286
287-307
308-323
324-344
Chapters/HeadingsAuthor(s)PagesInfo
Showing 1 to 20 of 20 entries
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