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Major points are: Equity in Access, Gender Issues, Gender Equity, Equitable Options, Equitable Treatment, Women On-Line, Social Conditioning, Predominately White Males, Gender-Based Perceptions, Violent Behavior, Games for Girls
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41% of the online population is in theUS and Canada, 27% in Europe Only 4% are in South America 51% of all US homes have a computerand 42% of all homes have Internetaccess
economics
social conditioning - on-line environments - predominately white males
Interface
text vs. graphics - simple vs. multi-dimensional Perceived usefulness Social interactions Gender-based perceptions Lower salaries generally limit their abilityto acquire technology
More Women in VideoGames? Unhealthy bodyimages? Provocativesexuality? Violent behavior? Immature reactions
Women in Computer Studies Negative stereotype of the nerdy lady Negative treatment in male-dominatedstudies
Games for Girls What is an appropriate content forwomen’s games? Examples designed for girls
suggestive remarks; violation of theother person’s space; intimate orsuggestive conduct
UseNet newsgroups
Systers
Big Sky Telegraph
Regional/local
Men and women have thesame overall usage rates ofcomputers, but men are twiceas likely to rate their skill levelas above average. Why?
History does not suggest thatequitable access to and useof the newest technologieswill happen automatically oreven easily.
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