Geek Feminism Wiki Journal d'une Grosse qui Réfléchit - Françoise Leclère Dans la presse à propos du Journal d'une Grosse qui réfléchit Le Monde Magazine, 29 avril 2011 par Catherine Vincent L Mag, mai 2011 par Jacqueline Pasquier CAS LIBRE - Emission du 21 avril 2011, Rapport aux poids Télécharger l'émission Thèmes abordés Emission thématique sur le rapport au poids, la grosseur : le regard des proches, le regard sur soi-même, le poids des images, l'activité physique, l'oppression et les mythes qui la fondent, les régimes, etc. Playlist Les Reines Prochaines — I hate diets The Gossip — I want it Kumbia Queers — Chica de calendario Références Où trouver les livres de Françoise Leclère ? Acheter le Journal d'une grosse qui réfléchit en ligne
Women Fighters In Reasonable Armor Here’s a suggestion for reasonable armour in a more modern sense. She’s a soldier of IDS, a vicious PMC seeking to conquer a post-apocalyptic world in Advance Wars: Days of Ruin. I like it, very PMC-y. MachoLand Angry GamerGaters Telling Brianna Wu to Shut Up and Make Games, Not Realizing That’s Already Her Job Revolution 60, the game with women in it that Brianna Wu already made, dudes! When women, in conversations online, point out the ridiculously tiny percentage of video games that feature women as protagonists, they tend to get flooded with responses from indignant gamebros telling them that if they don’t like the games out there, they should just make their own. The gamebros mean their comments to be conversation-enders. Just as Vivian James, #GamerGate’s imaginary girlfriend, tells game critics to “shut up and play,” these guys are telling critics of the retrograde gender politics in gaming to “shut up and make games.” It never occurs to them that some of the women they smugly tell this to … might already be doing this. One of the more entertaining aspects of following the Twitter account of much-harassed game developer Brianna Wu — known in #GamerGate circles as Literally Who 3 — is watching clueless gamebros try this “argument” on her. Oh, but there’s more: It never ends: (Huh. Oh.
INTERVENTIONS ET ACTIONS DE L'ASSOCIATION MÉMOIRE TRAUMATIQUE ET VICTIMOLOGIE EN NOVEMBRE - DECEMBRE 2014 1- le 3 novembre à Paris (75) Pôle formation du Centre Monceau Conséquences des psychotraumatismes et soins psychothérapiques aux victimes Cette formation est assurée par la Docteure Muriel Salmona, psychiatre, psychotraumatologue et Sokhna Fall, thérapeute familiale, victimologue et ethnologue. Les conséquences psychotraumatiques des violences, leur impact sur la santé psychique des victimes restent méconnues et mal prises en charge. Cette formation est destinée aux professionnels susceptibles de prendre en soins des victimes de violences. Cette formation se déroule sur deux ans, à raison de 9 journées la première année, tarif annuel : 1600€ ; et de 6 journées la deuxième année, tarif annuel : 1100€. La prochaine session débutera en janvier 2015 Centre Monceau, 18 rue de la Pépinière, Paris 75009 2- le 10 novembre à Mons (Belgique) Site Dolez : 31 bd Dolez, 7000 MONS ; Services scientifiques de la Faculté polytechnique, salle Macquet 3- le 14 novembre à Evry (91) Programme et M. Programme :
Sweden’s Gaming Industry Might Consider Adding “Sexist” Labels To Games Welp, guess the social justice warrior dystopia is here! Time to pack up, everyone. Great work! In all seriousness, those who are interested in seeing more gender equality in Sweden’s game industry will find it interesting to know that the leading trade organization in the country, Dataspelsbranchen, has just been given a 272,000 kronor grant ($36,672, for those of you playing at home) by a government-sponsored “innovation agency,” Vinnova, for the express purpose of analyzing how female characters are presented. That’s right, government-sponsored feminist social criticism. The proposed “label” idea isn’t a done deal yet, however. He did stress, however, that Dataspelsbranchen will look both at women in games and behind them, analyzing both the content and the processes by which companies deliberately encourage diversity. “Of course games can be about fantasy but they can be so much more than this,” Albiin said. (via The Local) Previously in Gaming
The Belle Jar | "Let me live, love and say it well in good sentences." – Sylvia Plath The Mary Sue - The Nexus of Pop Culture and the Uncharted Universe équimauves | des marques et des couleurs Gender representation in video games "Women in video games" redirects here. For women as video game developers and players, see women and video games. The portrayal of men and women in video games, as in other media, is a subject of research in gender studies and is discussed in the context of sexism in video gaming. Women in particular are significantly underrepresented as characters in mainstream games, and their portrayals often reflect traditional gender roles, sexual objectification or negative stereotypes, such as that of the "damsel in distress". Gamer demographics A young girl playing a video game According to the Entertainment Software Association, 48% of all American video game players in 2014 were women. In 2014 in the UK and in Spain, women comprised 52% and 48% of video game players respectively. Portrayal of women The portrayal of women in video games has been the subject of academic study and controversy since the early 1980s. Roles of women Prevalence Evolution See also
irréductiblement féministe ! | l'humanité sera civilisée quand elle aura aboli le patriarcat ! Women and video games The relationship between women and video games has received extensive academic, corporate, and social attention. Since the 1990s, female gamers have commonly been regarded as a minority, but industry surveys have shown that in time the gender ratio has become closer to equal and since the 2010s females have been found to make up about half of all gamers. Sexism in video gaming, including sexual harassment and the underrepresentation of women as characters in games, is an increasing topic of discussion in video game culture. Advocates for increasing the number of female gamers stress the problems attending disenfranchisement of females from one of the fastest-growing cultural realms as well as the largely untapped nature of the female gamer market. Efforts to include greater female participation in the medium have addressed the problems of gendered advertising, social stereotyping, and the dearth of female video game creators (coders, developers, producers, etc.). Future outlook