"Feminist Teaching and Activism in Second Life," given by Sharon Collingwood at the National Women's Studies Association annual conference, Atlanta, Georgia, November 13, 2009.
Groups mentioned in the presentation:
ISTE - The International Society for Technology and Education has an information center in Second Life. To visit, download and open the Second Life program and click this link: http://slurl.com/secondlife/ISTE%20Island/87/58/30
Gimp Girl - a group for women with all kinds of disabilities. See their website at www.gimpgirl.com or join the group in Second Life (use the search menu). To visit the Gimp Girl space, download and open the Second Life program and click this link: http://slurl.com/secondlife/3DE/174/21/21/
Stop Violence against Women, Feminists and SLLU Feminists - groups working to change attitudes to women in Second Life and in the actual world. Find these groups through the search menu in Second Life.
The Path of Support, on Healthinfo Island in Second Life, offers information on many health-oriented groups. To visit, open the SL program and click this link: http://slurl.com/secondlife/Healthinfo%20Island/128/140/23
A Woman's Touch: lesbian-friendly space. To visit, open the SL program and click this link: http://slurl.com/secondlife/A+Womans+Touch/61/131/23
The Women's Center: welcoming space for women, free building space, hosts an actual chapter of code pink. To visit, open the SL program and click this link: http://slurl.com/secondlife/The%20Womens%20Center/126/104/23
Readings on gender and identity in virtual worlds
Boellstorff, T. (2008). Coming of Age in Second Life: An Anthropologist Explores the Virtually Human. Princeton, Princeton University Press.
Boyd, Cameron. (2009). Virtual Violence. ACSSA Newsletter No. 21
Meadows, M. (2008). I Avatar, The Culture and Consequences of Having a Second Life. Boston, New Riders Press.
Yee, N, Ellis J., & Ducheneault, N. (2009). The Tyrrany of Embodiment. Artefact, 2, 1-6.
Yee, N. (2008) Maps of Digital Desires: Exploring the Topography of Gender and Play in Online Games. In Kafai, Y., Heeter, C., Denner, J. & sun, J. (Eds.), Beyond Barbie and Mortal Kombat: New Perspetives on Gender and Gaming (83-96). Cambridge, MIT Press.
Yee, N. & Bailenson, J.N. (2007). The Proteus Effect: the Effect of Transformed Self-Representation on Behavior. Human Communication Research, 33, 271-290.