Gender and Social Computing

Gender and Social Computing
Author: Celia Romm-Livermore
Publisher:
Total Pages: 343
Release: 2012
Genre: Computers and women
ISBN: 9781609607616

"This book provides an overview of the major questions that researchers and practitioners are addressing, outlining possible future directions for theory development and empirical research on gender and computing"--Provided by publisher.

Programmed Inequality

Programmed Inequality
Author: Mar Hicks
Publisher: MIT Press
Total Pages: 354
Release: 2018-02-23
Genre: Computers
ISBN: 0262535181

This “sobering tale of the real consequences of gender bias” explores how Britain lost its early dominance in computing by systematically discriminating against its most qualified workers: women (Harvard Magazine) In 1944, Britain led the world in electronic computing. By 1974, the British computer industry was all but extinct. What happened in the intervening thirty years holds lessons for all postindustrial superpowers. As Britain struggled to use technology to retain its global power, the nation’s inability to manage its technical labor force hobbled its transition into the information age. In Programmed Inequality, Mar Hicks explores the story of labor feminization and gendered technocracy that undercut British efforts to computerize. That failure sprang from the government’s systematic neglect of its largest trained technical workforce simply because they were women. Women were a hidden engine of growth in high technology from World War II to the 1960s. As computing experienced a gender flip, becoming male-identified in the 1960s and 1970s, labor problems grew into structural ones and gender discrimination caused the nation’s largest computer user—the civil service and sprawling public sector—to make decisions that were disastrous for the British computer industry and the nation as a whole. Drawing on recently opened government files, personal interviews, and the archives of major British computer companies, Programmed Inequality takes aim at the fiction of technological meritocracy. Hicks explains why, even today, possessing technical skill is not enough to ensure that women will rise to the top in science and technology fields. Programmed Inequality shows how the disappearance of women from the field had grave macroeconomic consequences for Britain, and why the United States risks repeating those errors in the twenty-first century.

Women and Underrepresented Minorities in Computing

Women and Underrepresented Minorities in Computing
Author: William Aspray
Publisher: Springer
Total Pages: 274
Release: 2016-07-11
Genre: Computers
ISBN: 3319248111

This text examines in detail the issue of the underrepresentation of women, African Americans, American Indians, and Hispanics in the computing disciplines in the U.S. The work reviews the underlying causes, as well as the efforts of various nonprofit organizations to correct the situation, in order to both improve social equity and address the shortage of skilled workers in this area. Topics and features: presents a digest and historical overview of the relevant literature from a range of disciplines, including leading historical and social science sources; discusses the social and political factors that have affected the demographics of the workforce from the end of WWII to the present day; provides historical case studies on organizations that have sought to broaden participation in computing and the STEM disciplines; reviews the different approaches that have been applied to address underrepresentation, at the individual, system-wide, and pathway-focused level; profiles the colleges and universities that have been successful in opening up computer science or engineering to female students; describes the impact of individual change-agents as well as whole organizations.

Unlocking the Clubhouse

Unlocking the Clubhouse
Author: Jane Margolis
Publisher: MIT Press
Total Pages: 254
Release: 2003-02-28
Genre: Social Science
ISBN: 0262250802

Understanding and overcoming the gender gap in computer science education. The information technology revolution is transforming almost every aspect of society, but girls and women are largely out of the loop. Although women surf the Web in equal numbers to men and make a majority of online purchases, few are involved in the design and creation of new technology. It is mostly men whose perspectives and priorities inform the development of computing innovations and who reap the lion's share of the financial rewards. As only a small fraction of high school and college computer science students are female, the field is likely to remain a "male clubhouse," absent major changes. In Unlocking the Clubhouse, social scientist Jane Margolis and computer scientist and educator Allan Fisher examine the many influences contributing to the gender gap in computing. The book is based on interviews with more than 100 computer science students of both sexes from Carnegie Mellon University, a major center of computer science research, over a period of four years, as well as classroom observations and conversations with hundreds of college and high school faculty. The interviews capture the dynamic details of the female computing experience, from the family computer kept in a brother's bedroom to women's feelings of alienation in college computing classes. The authors investigate the familial, educational, and institutional origins of the computing gender gap. They also describe educational reforms that have made a dramatic difference at Carnegie Mellon—where the percentage of women entering the School of Computer Science rose from 7% in 1995 to 42% in 2000—and at high schools around the country.

Gender Codes

Gender Codes
Author: Thomas J. Misa
Publisher: John Wiley & Sons
Total Pages: 440
Release: 2011-09-14
Genre: Computers
ISBN: 1118035135

The computing profession faces a serious gender crisis. Today, fewer women enter computing than anytime in the past 25 years. This book provides an unprecedented look at the history of women and men in computing, detailing how the computing profession emerged and matured, and how the field became male coded. Women's experiences working in offices, education, libraries, programming, and government are examined for clues on how and where women succeeded—and where they struggled. It also provides a unique international dimension with studies examining the U.S., Great Britain, Germany, Norway, and Greece. Scholars in history, gender/women's studies, and science and technology studies, as well as department chairs and hiring directors will find this volume illuminating.

Gender Divide and the Computer Game Industry

Gender Divide and the Computer Game Industry
Author: Julie Prescott
Publisher:
Total Pages: 0
Release: 2014
Genre: Sex discrimination in employment
ISBN: 9781466645349

While women maintain an increased visibility in the games culture, the issues involving gender in computing gaming is still relevant; and it is evident that the industry could benefit from the involvement of women in all aspects from consumer to developer. Gender Divide and the Computer Game Industry takes a look at the games industry from a gendered perspective and highlights the variety of ways in which women remain underrepresented in this industry. This reference source provides a comprehensive overview on the issue of gender, computer games, and the ICT sector. It supplies students and academics in numerous disciplines with the concerns of the computer games industry, male dominated occupations, and the complexity of gender in the workforce.

Emerging Social Computing Techniques

Emerging Social Computing Techniques
Author: Matthew N. O. Sadiku
Publisher: AuthorHouse
Total Pages: 204
Release: 2022-07-26
Genre: Education
ISBN: 1665564199

We are in the era of computing. Computing is experiencing its most exciting moments in history, permeating nearly all areas of human activities. Computing is any activity that involves using computers. It includes designing and building hardware and software systems for a wide range of purposes. It has resulted in deep changes in infrastructures and development practices of computing. It is a critically important, integral component of modern life. Advancement in technology has led to several computing schemes such as cloud computing, grid computing, green computing, DNA computing, soft computing, organic computing, etc. This book covers the most important 70 computing techniques. It is divided into three volumes to cover all the topics. This is the third volume and it has 21 chapters. The book is a friendly introduction to various computing techniques. The presentation is clear, succinct, and informal, without proofs or rigorous definitions. The book provides researchers, students, and professionals a comprehensive introduction, applications, benefits, and challenges for each computing technology.

From Barbie® to Mortal Kombat

From Barbie® to Mortal Kombat
Author: Justine Cassell
Publisher: MIT Press
Total Pages: 400
Release: 2000-02-28
Genre: Social Science
ISBN: 9780262531689

Girls and computer games—and the movement to overcome the stereotyping that dominates the toy aisles. Many parents worry about the influence of video games on their children's lives. The game console may help to prepare children for participation in the digital world, but at the same time it socializes boys into misogyny and excludes girls from all but the most objectified positions. The new "girls' games" movement has addressed these concerns. Although many people associate video games mainly with boys, the girls games' movement has emerged from an unusual alliance between feminist activists (who want to change the "gendering" of digital technology) and industry leaders (who want to create a girls' market for their games). The contributors to From Barbie® to Mortal Kombat explore how assumptions about gender, games, and technology shape the design, development, and marketing of games as industry seeks to build the girl market. They describe and analyze the games currently on the market and propose tactical approaches for avoiding the stereotypes that dominate most toy store aisles. The lively mix of perspectives and voices includes those of media and technology scholars, educators, psychologists, developers of today's leading games, industry insiders, and girl gamers. Contributors Aurora, Dorothy Bennett, Stephanie Bergman, Cornelia Brunner, Mary Bryson, Lee McEnany Caraher, Justine Cassell, Suzanne de Castell, Nikki Douglas, Theresa Duncan, Monica Gesue, Michelle Goulet, Patricia Greenfield, Margaret Honey, Henry Jenkins, Cal Jones, Yasmin Kafai, Heather Kelley, Marsha Kinder, Brenda Laurel, Nancie Martin, Aliza Sherman, Kaveri Subrahmanyam