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What is Legitimation

Handbook of Research on Effective Electronic Gaming in Education
A process by which an action or a person is socially sanctioned, and made socially acceptable and intelligible.
Published in Chapter:
Gamers, Gender, and Representation
Diane Carr (University of London, UK) and Caroline Pelletier (University of London, UK)
Copyright: © 2009 |Pages: 11
DOI: 10.4018/978-1-59904-808-6.ch052
Abstract
The issue of gender reoccurs in debates about the introduction of computer games into formal learning contexts. There is a fear that girls will be alienated rather than engaged by games in the classroom. There is also concern over sexist imagery, and thus about representational aspects of computer games. In this chapter, particular aspects of these issues are addressed in turn. The authors explore the issue of gender and gendered game preferences, in relation to the cultural framing of the gaming audience. Attention is then directed at the issue of representation, with a consideration of the tensions between representation, meaning, and playability. These issues are considered primarily through perspectives drawn from media studies, and with reference to recent work from the emerging field of computer game studies.
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The Development of E-Government Capabilities: Framework for Government
Managing the organizational structure, legal framework, and public relations for IS to work (overall capability).
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