Posted by
Feminist Frequency
A 20-minute video identifying the use of damsel in distress imagery in video games. Great for schools or the young girl in your life.
Posted by
Feminist Frequency
A 20-minute video identifying the use of damsel in distress imagery in video games. Great for schools or the young girl in your life.
This UN-Sponsored report has some limitations, but also some useful statistics about gender and global media in several parts of the world.
This report by the Women’s Media Center shines a light on the status of women in media and underscores the crucial need to hold media accountable for an equal voice and equal participation.
Interesting report from a Brighton UK Conference on patriarchy, the system, and how to undo the harmful effects on girls, boys, men, women and the transgendered.
A fascinating study at Stanford University documents the impact of using sexy avatars in computer games on female self-objectification.
Doubling Digital Opportunities: Enhancing the Inclusion of Women & Girls in the Information Society frames the challenges and opportunities we face in achieving gender equality in an era of rapid technological change. It closely examines critical gender issues with respect to new information and communication technologies (ICTs) and broadband. Most important, it shows ways in which we can further advance the sustainable development agenda by promoting the use of new technologies in support of gender equality and women’s empowerment. From
,