45,174 research outputs found
ANTIBODY SPECIFIC FOR HUMAN IL-4 FOR THE TREAMENT OF CANCER
The present invention relates to the use of an antibody or an antigen-binding fragment thereof with specific binding activity for human interleukin-4 for the prevention and/or treatment of cancer
What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture
This is the author accepted manuscript. The final version is available from Springer Verlag via the DOI in this record.Women and men play video games in approximately equal numbers. Despite this similarity, video gaming is still strongly associated with men. A common justification for this stereotype is that, although women might play games, they should not be considered “true” or “hard-core” gamers because they play more casually and less skillfully compared to their male counterparts. In this contribution, we review the existing literature on gender and gaming to investigate the male gamer stereotype in terms of its accuracy, persistence, effects, and future perspective. We conclude that the stereotype varies in accuracy depending on the definition of “gamer.” We further argue that the persistence of this stereotype can be explained by the fact that almost all professional and highly visible figures in gaming culture are male. On the other hand, female players who achieve a moderate level of competence are rendered invisible or are actively marginalized. We argue that the effects of the male gamer stereotype can be harmful to women, precluding them from the positive outcomes of video game play such as enhanced access to fields of science, technology, and engineering
The Gendered Nature and Malleability of Gamer Stereotypes
Morgenroth T, Stratemeyer M, Paaßen B. The Gendered Nature and Malleability of Gamer Stereotypes. Cyberpsychology, Behavior, and Social Networking. 2020;23(8):557-561.Video gaming is seen as a male space. Female gamers are seen as atypical, have their competence challenged, and face more harassment than male gamers do. This precarious position is increasingly problematic as video gaming is now one of the most prevalent leisure activities, providing an opportunity to both forge and maintain friendships, and to achieve social status and career opportunities. We argue that the marginalization of female gamers is driven by masculine gamer stereotypes. We investigate the content and gendered nature of gamer stereotypes as well as their malleability in response to exposure to female gamers across two studies (N-Study 1 = 287; N-Study 2 = 176). We explore the content of gamer stereotypes and find that they contain both negative aspects, such as lacking social skills, and positive aspects, such as being competent and agentic. Both studies demonstrate that gamer stereotypes are more similar to stereotypes of men and boys than those of women and girls. In Study 2 we test whether exposure to a female gamer can change the negative association between female stereotypes and gamer stereotypes, finding support for this prediction. We conclude that gamer stereotypes are highly gendered but may be malleable: increasing the visibility of female gamers could potentially reduce the incompatibility between femininity and gaming
The gendered nature and malleability of gamer stereotypes
Video gaming is seen as a male space. Female gamers are seen as atypical, have their
competence challenged, and face more harassment than male gamers do. This precarious position
is increasingly problematic as video gaming is now one of the most prevalent leisure activities,
providing an opportunity to both forge and maintain friendships, and to achieve social status and
career opportunities. We argue that the marginalization of female gamers is driven by masculine
gamer stereotypes. We investigate the content and gendered nature of gamer stereotypes as well
as their malleability in response to exposure to female gamers across two studies (NStudy 1=287;
NStudy 2=176). We explore the content of gamer stereotypes and find that they contain both
negative aspects, such as lacking social skills, and positive aspects, such as being competent and
agentic. Both studies demonstrate that gamer stereotypes are more similar to stereotypes of men
and boys than those of women and girls. In Study 2 we test whether exposure to a female gamer
can change the negative association between female stereotypes and gamer stereotypes, finding
support for this prediction. We conclude that gamer stereotypes are highly gendered but may be
malleable: increasing the visibility of female gamers could potentially reduce the incompatibility
between femininity and gaming
The Hardcore Gamer Is Dead: Long Live Gamers
In this chapter, we argue that the ethos, identity, or and the dwelling places of the hardcore gamer were created and maintained by the computer game industry in order to sell mass quantities of games to a relatively affluent consumer base. The hardcore gamer was called into being (hailed or interpellated, as Althusser might say) by marketing campaigns, advertisements, and game retailers rather than by specific in-game content or representations. We interrogate several game advertisements that span time (1981-2013), medium (print, video, and an email campaign), and platform (arcade machines, Sega Genesis, Sony PlayStation, and Microsoft Xbox One) to demonstrate how the game industry\u27s insistent hailing to of the hardcore gamer built substantial ethos. This ethos gave the hardcore gamer power to mobilize behind #gamergate, which was, in their own words, primarily a consumer revolt, but in practice was a targeted harassment campaign
Synthesis and structures of heteroleptic silylenes
The reaction of benzamidinato silicon trichloride [{PhC(NR)(2)}SiCl3] [R = Bu-t (1), SiMe3 (2)] with 2 equiv of potassium in THF afforded mononuclear chlorosilylene [{PhC(NBu')(2)}SiCl] (3) and [{PhC(NSiMe3)(2)}(2)SiCl2] (4), respectively. Compound 4 was formed by the disproportionation of unstable [{PhC(NSiMe3)(2)}SiCl]. The reaction of [{PhC(NBu')(2)}SiCl3] (1) with 1 equiv of UR (R = NMe2, OBut, OPrj, PPr2i) in THF yielded [{PhC(NBut)(2)}SiCl2R] [R = NMe2 (5), OBut (6), OPrj (7), PPr2i (8)]. Treatment of 5-8 with 2 equiv of potassium in THF resulted in the novel heteroleptic silylene [{PhC(NBut)(2)}SiR] [R = NMe2 (9), OBut (10), OPri (11), PPr2i (12)]. Compounds 4, 9, and 12 have been analyzed by X-ray crystallography
What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture
Paaßen B, Morgenroth T, Stratemeyer M. What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture. Sex Roles. 2017;76(7-8):421-435.Women and men play video games in approximately equal numbers. Despite this, video gaming is still strongly associated with the male gender. A common justification for this stereotype is that, while women might play games, they should not be considered "true" or "hard-core" gamers because they play more casually and less skillfully compared to their male counterparts. In this contribution, we review the existing literature on gender and gaming to investigate the male gamer stereotype in terms of its accuracy, persistence, effects, and future perspective. We conclude that the stereotype varies in accuracy depending on the definition of "gamer". We further argue that the persistence of this stereotype can be explained by the fact that almost all professional and highly visible figures in gaming culture are male. On the other hand, female players who achieve a moderate level of competence are rendered invisible or are actively marginalized. We argue that the effects of the male gamer stereotype can be harmful to women, precluding them from the positive outcomes of video game play, such as limiting their access to fields of science, technology, and engineering
Settling of finite-size particles in isotropically forced, homogeneous turbulence: interface-resolved simulations
We have simulated the gravity-induced settling of finite-size particles in a turbulent background flow which is forced in a statistically-stationary fashion. The simulations are accurately resolving the solid-fluid interface with the aid of an immersed boundary technique [1]. The parameters of the simulation are (apart from background turbulence) identical to those of reference [2], where particle clustering was observed at a Galileo number of 178 and a solid volume fraction of 0.005. In the present case, it is found that a relative turbulence intensity of 0.24 leads to the disappearance of the clusters; as a consequence, the increase in average particle settling velocity found in [2] also vanishes. [1] M. Uhlmann. An immersed boundary method with direct forcing for the simulation of particulate flows. J. Comput. Phys., 209(2):448–476, 2005. [2] M. Uhlmann and T. Doychev. Sedimentation of a dilute suspension of rigid spheres at intermediate Galileo numbers: the effect of clustering upon the particle motion. J. Fluid Mech., 752:310–348, 2014
What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture
Women and men play video games in approximately equal numbers. Despite this similarity, video gaming is still strongly associated with men. A common justification for this stereotype is that, although women might play games, they should not be considered “true” or “hard-core” gamers because they play more casually and less skillfully compared to their male counterparts. In this contribution, we review the existing literature on gender and gaming to investigate the male gamer stereotype in terms of its accuracy, persistence, effects, and future perspective. We conclude that the stereotype varies in accuracy depending on the definition of “gamer.” We further argue that the persistence of this stereotype can be explained by the fact that almost all professional and highly visible figures in gaming culture are male. On the other hand, female players who achieve a moderate level of competence are rendered invisible or are actively marginalized. We argue that the effects of the male gamer stereotype can be harmful to women, precluding them from the positive outcomes of video game play such as enhanced access to fields of science, technology, and engineering
Mesophilic-hydrothermal-thermophilic (M-H-T) digestion of green corn straw
Mesophilic-hydrothermal (80-160 degrees C, 30 min)-thermophilic (M-H-T) digestion and control tests of mesophilic (M), thermophilic (T), hydrothermal-mesophilic (H-M), and mesophilic-thermophilic digestion (M-T) of green corn straw were conducted for a 20-day fermentation period. The results indicate that M-H-T is an efficient method to improve methane production. A maximum methane yield of 371.74 mL/g volatile solid was obtained by the M (3 days)-H (140 degrees C)-T (17 days) process, which was 20.44%, 16.55%, 31.44%, and 14.31% higher than the yields of the M, T, 140-M, and M-T processes. The enhanced methane production was attributed to (1) the improved hemicellulose degradation and lignin disorganization; (2) prevention of the degradation of soluble sugar, easily hydrolyzed hemicellulose and cellulose into furfural and methylfurfural; and (3) lack of formation of Maillard reaction products during initial hydrothermal treatment. (C) 2015 Elsevier Ltd. All rights reserved
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