The Digital Divide and its Discontents


Works Cited

Ang, Ien. Watching Dallas: Soap Opera and the Melodramatic Imagination. New York & London: Methuen, 1985.

Anyanwu, Chicka. "Virtual Classroom Education Premise." Television & New Media 4.4 (2003): 389-409.

Bearne, Eve. "Rethinking Literacy: Communication, Representation and Text." Reading : Literacy and Language (2003): 98-103.

Bennett, Tony. Bond and Beyond: The Political Career of a Popular Hero. New York: Macmillan, 1987.

Buckingham, David. "The Electronic Generation? Children and New Media." Handbook of New Media: Social Shaping and Consequences of ICTs. Eds. Leah A Lievrouw and Sonia Livingstone. Thousand Oaks, CA: Sage Publications, 2002. 77-89.

Carlson, Scott. "Can Grand Theft Auto Inspire Professors?" Chronicle of Higher Education 8/15/2003 2003: 8.

Castells, Manuel. The Rise of the Network Society: Vol. I. Malden: MA: Blackwell Publishers, 1996.

Clark, Christine, and Paul Gorski. "Multicultural Education and the Digital Divide: Focus on Gender." Multicultural Perspectives 4.1 (2002): 30-40.

Compaine, Benjamin M. The Digital Divide: Facing a Crisis or Creating a Myth. Cambridge, MA: MIT Press, 2001.

Consalvo, Mia. "Zelda 64 and Video Game Fans." Television & New Media 4.3 (2003): 321-34.

Denning, Michael. Mechanic Accents: Dime Novels and Working Class Culture in America . London: Verso, 1987.

Dill, Karen E., and Jody C. Dill. "Video Game Violence: A Review of the Empirical Literature." Aggression and Violent Behavior 3.4 (1998): 407-28.

Fiske, John. Understanding Popular Culture. Boston: Unwin Hyman, 1989.

Flanagan, Mary. The Adventures of Josie True. 1997-2005. 15 April 2005. < http://www.maryflanagan.com/josie/>.

---. "Navigating the Narrative in Space: Gender and Spatiality in Virtual Worlds." Art Journal 59.3 (2000): 74-86.

---. The RAPUNSEL Project. 2005. 15 April 2005. < http://www.maryflanagan.com/rapunsel/index.htm>.

Flichy, Patrice. "New Media History." Handbook of New Media: Social Shaping and Consequences of Icts. Eds. Leah A Lievrouw and Sonia Livingstone. Thousand Oaks, CA: Sage Publications, 2002. 136-50.

Frasca, Gonzalo. "Simulation Versus Narratology: Introduction to Ludology." The Video Game Theory Reader. Eds. Mark J.P. Wolf and Bernard Perron. New York: Routledge, 2003. 221-36.

Gandy, Oscar H. "Media Education Comes of Age." Television & New Media 4.4 (2003): 483-93.

---. "The Real Digital Divide: Citizens Versus Consumers." Handbook of New Media: Social Shaping and Consequences of Icts. Eds. Leah A Lievrouw and Sonia Livingstone. Thousand Oaks, CA: Sage Publications, 2002. 448-60.

Gee, James Paul. What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave MacMillian, 2003.

Grodal, Torben. "Stories for the Eye, Ear, and Muscles: Video Games, Media, and Embodied Experiences." The Video Game Theory Reader. Eds. Mark J.P. Wolf and Bernard Perron. New York: Routledge, 2003. 129-56.

Hall , Stuart . “Encoding/Decoding.” Culture, Media, Language: Working Papers in Cultural Studies, 1972-1979 . Ed. Stuart Hall. London: Hutchinson, 1980. 128-138.

Hayes, Elisabeth. "Reconceptualizing Adult Basic Education and the Digital Divide." Defining and Improving Quality in Adult Basic Education: Issues and Challenges. Eds. A. Belzer and H. Beder. New York: Lawrence Erlbaum, TBA. 27.

Hebdige, Dick. Subculture, the Meaning of Style. New York & London: Methuen, 1979.

Holland , Walter, Henry Jenkins, and Kurt Squire. "Theory by Design." The Video Game Theory Reader. Eds. Mark J.P. Wolf and Bernard Perron. New York: Routledge, 2003. 25-46.

Hunter College . Tiltfactor. 2005. 15 April 2005. < http://www.tiltfactor.org/>.

Jenkins, Henry. Textual Poachers: Television Fans & Participatory Culture. London: Routledge, 1992.

---. "Art Form in the Digital Age." Technology Review 2000, Sept/Oct 2000: 117-20.

Kellner, Douglas. "New Media and New Literacies: Reconstructing Education for the New Millennium." Handbook of New Media: Social Shaping and Consequences of Icts. Eds. Leah A Lievrouw and Sonia Livingstone. Thousand Oaks, CA: Sage Publications, 2002. 90-104.

Kubey, Robert W. "Why U.S. Media Education Lags Behind the Rest of the English-Speaking World." Television & New Media 4.4 (2003): 351-70.

Liff, S. & Shepherd, A. “An evolving gender divide?” Oxford Internet Institute, Internet

Issue Brief No. 2 (July 2004). Oxford: The University of Oxford.

Livingstone, Sonia. "Children's Use of the Internet: Reflections on the Emerging Research Agenda." New Media & Society 5.2 (2003): 147-68.

McDonald, Daniel G., and Hyeok Kim. "When I Die, I Feel Small: Electronic Game Characters and the Social Self." Journal of Broadcasting & Electronic Media 54.2 (2001): 241-58.

McChesney, Robert. Rich Media, Poor Democracy . Newbury Park, CA: Sage Publications, 1999.

McMahan, Alison. "Immersion, Engagement, and Presence: A Method for Analyzing 3-D Video Games." The Video Game Theory Reader. Ed. Mark J.P. & Perron Wolf, Bernard. New York: Routledge, 2003.

Means Coleman, Robin R., and JoEllen Fischerkeller. "Media Education: Dilemmas of Perspective, Policy, and Practice." Television & New Media 4.4 (2003): 345-49.

MIT & Microsoft. The Education Arcade . 2001. 15 April 2005. <http://www.educationarcade.org/gtt>.

Mitra, Sugata. "Children and the Internet: New Paradigms for Development in the 21st Century." Asian Science and Technology Conference. Tokyo, Japan, 2000. 61.

Morley, David. Everyday Television: Nationwide. London: BFI, 1978.

Mosco, Vincent. The Pay-per Society: Computers and Information in the

Information Age. Norwood, NJ: Ablex, 1989.

Niesyto, Horst, David Buckingham, and JoEllen Fischerkeller. "Crossing Borders with Young People's Video Productions." Television & New Media 4.4 (2003): 461-82.

Norris, Pippa. "The Digital Divide." The Information Society Reader. Ed. Frank Webster. New York: Routledge, 2004. 273-86.

Payne, Matthew T. Online Gaming as a Virtual Forum. Proc. of Changing

Views: Worlds in Play – 2005 International Conference of the Digital Games Research Association, 16 Jun-20 Jun. 2005, Vancouver, Canada. DIGRA 2005.

Payne, Matthew. T. & Slimmer, Joanna. R. Return of the Arcade: LAN Gaming

Ethnography . Proc. of The 2005 Midwest Popular Culture Association Conference, Oct. 14-16, 2005. St. Louis, Missouri, In Press.

Radway, Janice. Reading the Romance: Women, Patriarchy, and Popular

Literature . Chapel Hill: University of North Carolina Press, 1984.

Rice, Ronald E. "Primary Issues in Internet Use: Accessm Civic and Community Involvement, and Social Interaction and Expression." Handbook of New Media: Social Shaping and Consequences of Icts. Eds. Leah A Lievrouw and Sonia Livingstone. Thousand Oaks, CA: Sage Publications, 2002. 105-30.

Ross, Andrew. "The New Smartness." Reading Digital Culture. Ed. David Trend. Malden, MA: Blackwell Publishers, 2001. 354-63.

Shaffer, David Williamson, et al. Video Games and the Future of Learning. Madison, WI: University of Wisconsin-Madison and Academic Advanced Distributed Learning Co-Laboratory, 2004.

Storey, J. Douglas. "Popular Culture, Discourse, and Development: Rethinking Entertainment-Education from a Participatory Perspective." Theoretical Approaches to Participatory Communication. Eds. Thomas Jacobson and Jan Servaes. Cresskill, NJ: Hampton Press, Inc., 1999. 265-80.

Strover, Sharon. "Remapping the Digital Divide." The Information Society 19 (2003): 275-77.

Turkle, Sherry. "Video Games and Computer Holding Power." The New Media Reader. Ed.? 500-13.

Tyner, Kathleen. "Beyond Boxes and Wires." Television & New Media 4.4 (2003): 371-88.

University of Arizona . Learning Games Initiative: Study - Teach - Build (LGI). 2005. 15 April 2005. < http://www.mesmernet.org/lgi/>.

University of Wisconsin at Madison. Games and Professional Practice Simulations (GAPPS). 2002-2005. 15 April 2005. < http://www.academiccolab.org/initiatives/gapps.html>.

University of Wisconsin at Madison. Room 130. 2004. 15 April 2005. < http://labweb.education.wisc.edu/room130/>.

Van Dijk, Jan, and Kenneth Hacker. "The Digital Divide as a Complex and Dynamic Phenomenon." The Information Society 19 (2003): 315-26.

Warschauer, Mark. Technology and Social Inclusion: Rethinking the Digital Divide. Cambridge, MA: MIT Press, 2003.

Young, Jeffery R. "Does ‘Digital Divide’ Rhetoric Do More Harm Than Good?" Chronicle of Higher Education 11/9/2001 2001: 4.