Dr. Cordelia Fine, with a Ph.D. in cognitive neuroscience from University College London, notes in her summary of many gender studies in her book, Delusions of Gender, about gender and the brain a) several studies have found no difference in hemispheric size in neonates; b) the allegedly bigger female corpus (callosum) is in dispute and c) size vs function has not been proven: as Dr. Fine notes, “getting from brain to behavior has proved a challenge.” There may be biological difference in brain, but what do they show us about our thinking?

The 3G Summit a visionary 4-day initiative in Chicago that convenes 50 urban teenage girls with five leading women game designers and scholars for intensive dialogue, inquiry, game-play, and mentorship. Through multi-faceted workshops and a public forum, this initiative will critically confront gender representation and participation in our society’s fastest growing cultural medium.
There are many recent studies that try to discover anew why, during a time when women are increasingly prominent in medicine, law and business, there so few women scientists and engineers.
The 2010 AAUW research report Why So Few? Women in Science, Technology, Engineering, and Mathematics (STEM) presents evidence that can help to explain this puzzle. Primarily, the research points to environmental and social barriers – including stereotypes, gender bias and the climate of science and engineering departments in colleges and universities. These elements persist to block women’s participation in STEM, but the report does recommend things everyone can do to help the associated fields open up. A collection of related recent reports can help flesh out this picture. The good news: Women are slowly on the increase in academic departments in these areas. The bad news: women continue to earn less $ than their equally educated and experienced male counterparts, across the board in almost every career category.
From a 4 January 2010 conversation between Mary Flanagan and Nick Montfort (posted in parallel on www and on PostPosition:
nick: so, I just have this question about the way you (and someone else) reacted to gender stereotyping in a nightmarish/dystopian/stereotypical game environments
nick: you wrote While there are some glaring stereotypes that take away from its freshness and originality (especially in regard to gender; the character’s wife is in the kitchen with a frying pan in the morning and tells the character he is late for work; the office execs are all male, etc.) about Every Day the Same Dream [previously on Post Position]
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Tonight, Kathe Kollwitz of the Guerrilla Girls joined the variable_d salon to discuss activism in a digital age. Formed in 1985, the artists assumed the names of dead women artists and wore gorilla masks in public, concealing their identities and focusing on the issues rather than their tastes adn personalities. Between 1985 and today, over 100 women, working collectively and anonymously, have produced posters, billboards, public actions, books and other projects bring gender issues to the forefront of public debate and discussion.

Our variable_d discussion centered around questions of anonymity, data, inequity, and strategy. How the group arrived at decisions, consensus, and maintained confidentiality were all subjects for lively debate. Ms. Kollwitz noted that at times, one will simply not know if something is an effective approach until she tries it. All the planning in the world can enter into a campaign, but it is always a little bit surprising what connects with people, and what does not. She suggests, “Try it!”
The DIALOGUES are student-conducted interviews and conversations with leading artists, scientists, and scholars of our time with the support of the Digital Humanities initiative. The conversations are digitally mediated via SKYPE software and held in the context of the weekly digital salon at Tiltfactor.
Professors Flanagan and Evens hosted at Dartmouth College.
A couple weeks ago, Dr. Flanagan was interviewed for a feature in Salon.com’s Broadsheet section, which deals with “Women, politics, culture.” The interview’s focus was on feminist game design and making games for girls, and while I don’t think the article reflected the full scope of Mary’s ideas on technology or the full range of Tiltfactor’s activities, I think the author did a fine job highlighting some of the gender issues that are preventing the game industry from reaching its full potential. From the readers’ comments, however, you’d think Mary had declared an infantada against the male sex and was determined to destroy any game that doesn’t feature castration as the core mechanic.
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