Episode 11

Betsy DiSalvo: More than just play, or the significance of ethnicity, race, gender and sociality in how young people engage with video games, education and technology.

Published on: 7th May, 2018

Dr. Betsy DiSalvo is an Assistant Professor at the School of Interactive Computing at Georgia Institute of Technology. There she leads the Culture and Technology Lab, where they research how cultural values impact the use and production of technologies. Betsy’s work includes the development of the Glitch Game Tester Program and projects for Walker Art Center and other research on people's relationships to technology.

In this episode she will be talking to us about the different ways in which ethnicity, race and gender impact how young people engage with video games and each-other. We also talk about her work with the Culture and Technology Lab, how computational technology has changed the educational space in the US and about the role of the education sector in increasing diversity and access to the technology sector as a whole.

Mentioned in Podcast:
Video Game Census
Williams, D., Martins, N., Consalvo, M., & Ivory, J. D. (2009). The virtual census: Representations of gender, race and age in video games. New Media & Society, 11(5), 815-834.
http://journals.sagepub.com/doi/pdf/10.1177/1461444809105354

Betsy’s work:
Games Influence on CS Interest
DiSalvo, Betsy, and Bruckman, Amy (2009). Questioning Video Games’ Influence on CS Interest. Short paper, in Proceeding of the 4th International Conference on the Foundations of Digital Games, ACM, April, 2009.

Gaming and Masculinity -
DiSalvo, Betsy, Gaming Masculinity: Constructing Masculinity with Video Games. In Kafai, Yasmin B., Brendesha M. Tynes, and Gabriela T. Richard. Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming. Pittsburgh: Carnegie Mellon ETC Press, 2016.

DiSalvo, Betsy, Guzdial, Mark, Meadows, Charles, Mcklin, Tom, Perry, Kenneth and Bruckman, Amy (2013). Workifying Games: Successfully Engaging African American Gamers with Computer Science. Proceeding of 44th ACM Technical Symposium on Computer Science Education (SIGCSE), Denver, CO, March 2013. (Acceptance rate 38%)

Maker Based Leaning -
DiSalvo, Betsy and DesPortes, Kayla (2017). Participatory Design for Value-Driven Learning. In Participatory Design for Learning: Perspectives from Practice and Research edited by Betsy DiSalvo, Jason Yip, Elizabeth Bonsignore, and Carl DiSalvo, New York: Routledge, 2017.

Parents use of Technology for Education
Wong-Villacres, Marisol, Ehsan, Upol, Solomon, Amber, Pozo Buil, Maria, and DiSalvo, Betsy, (2017). Design Guidelines for Parent-School Technologies to Support the Ecology of Parental Engagement. Proceedings of the ACM International Conference on Interaction Design and Children 2017, Stanford, June 2017.
DiSalvo, Betsy, Khanipour Roshan, Parisa. and Morrison, Briana. (2016).

Information Seeking Practices of Parents: Exploring Skills, Face Threats and Social Networks. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, ACM.
Roshan Khanipour, Parisa, Jacob, Maia, Dye, Michaelanne and DiSalvo, Betsy (2014) Exploring How Parents in Economically Depressed Communities Access Learning Resouces. Proceedings of the International ACM Conference on Supporting Groupwork (Group 2014), Sanibel Island, November 2014.

Follow her at:

https://www.betsydisalvo.com

https://www.linkedin.com/in/betsy-disalvo-56061a4/

#videogames #diversity #edutech #inclusion #technology

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The Human Show: Innovation through Social Science
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