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Reflections on Gender Aspects of Designing an Educational PC-Game – Exemplified by a Project in Cooperation with the German Maritime Museum Bremerhaven

dc.contributor.authorErb, Ulrike
dc.date.accessioned2020-04-21T11:05:40Z
dc.date.available2020-04-21T11:05:40Z
dc.date.issued2010
dc.description.abstractSoftware design processes as well as game-based learning applications are embedded in social contexts, and thus are affected by gender structures on various levels. In this paper, I present a case study of developing an educational PC-game to be used in the German Maritime Museum Bremerhaven and discuss a ränge of gender aspects concerning the design process of this game. Especially gender inclusive design strategies and the underdetermined design philosophy of Justine Cassell are re- flected on the background of our case study, which was performed by a Digital Media master study project at the University of Applied Sciences Bremerhaven.en
dc.identifier.pissn0944-0925
dc.identifier.urihttps://dl.gi.de/handle/20.500.12116/32090
dc.language.isoen
dc.publisherGesellschaft für Informatik e.V.
dc.relation.ispartofVol. 34, Computerspiele
dc.relation.ispartofseriesFrauen und Informatik
dc.titleReflections on Gender Aspects of Designing an Educational PC-Game – Exemplified by a Project in Cooperation with the German Maritime Museum Bremerhavenen
dc.typeText/Journal Article
gi.citation.endPage10
gi.citation.startPage6
gi.conference.sessiontitleTitelthema: Computerspiele

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