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Sheroes in Games Wiki
Esta es una propiedad de tipo Texto.
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sr darks. (2021). minecraft y su impacto en la industria de videojuegos. 2021, de sr darks Sitio web: https://www.youtube.com/watch?v=NtUZXWjZbuo&ab_channel=SrDarks +
sr darks. (2021). minecraft y su impacto en la industria de videojuegos. 2021, de sr darks Sitio web: https://www.youtube.com/watch?v=NtUZXWjZbuo&ab_channel=SrDarks +
sr darks. (2021). minecraft e seu impacto na indústria de videogames. 2021, de sr darks website: https://www.youtube.com/watch?v=NtUZXWjZbuo&ab_channel=SrDarks +
Laura Campillo Sánchez. (2019). SEXISMO, ESTEREOTIPOS Y ACOSO MACHISTA EN LA COMUNIDAD GAMER, ¿HA CAMBIADO LA INDUSTRIA DEL VIDEOJUEGO?. 2019, de AMECO PRESS Sitio web: https://genderit.org/es/articles/sexismo-estereotipos-y-acoso-machista-en-la-comunidad-gamer-ha-cambiado-la-industria-del +
Mädchen und Spiele. Sabine Zauchner-Studnicka, 05/2015. MOVES - Zentrum für Gender und Diversität, Wien. +
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Organizations Helping Women to Advance at All Levels in STEM
Youth Development
1. Black Girls Code
https://www.blackgirlscode.com/
2. Girls Who Code
https://girlswhocode.com/
3. Girl Scouts (STEM Programming)
https://www.girlscouts.org/
4. Career Girls
https://www.careergirls.org/
Early Career
5. Fullstack University’s Grace Hopper Program
https://www.gracehopper.com/
6. Ada Developers Academy
https://adadevelopersacademy.org/
7. DressforSuccess.org
https://dressforsuccess.org/
8. Mother Coders
http://www.mothercoders.org/
General Organizations Supporting Women in STEM
9. Center for Creative Leadership – Advancing Technical Women
https://www.ccl.org/
10. WeAreTechWomen
https://wearetechwomen.com/
11. National Women’s Business Council
https://www.nwbc.gov/
12. Society for Women Engineers
https://swe.org/
13. Advancing Women in Engineering and Technology (Canada)
https://womeninengtech.ca/
14. Women of Color in Communications
https://www.colorcommnetwork.com/
15. Zonta International
https://www.zonta.org/
16. SheCanCode
https://shecancode.io/ +
Organizations Working to Promote Women in STEM
1. National Girls Collaborative Project
https://www.ngcproject.org/
2. National Math and Science Initiative
https://www.nms.org/
3. Women in Engineering Proactive Network
https://www.wepan.org/
4. Million Women Mentors
https://mwm.stemconnector.com/
5. American Association of University Women
https://www.aauw.org/
6. Scientista
http://www.scientistafoundation.com/
7. Association for Women in Science
https://www.awis.org/ +
ORGANIZATIONS INVESTING IN GIRLS’ STEM EDUCATION IN DEVELOPING NATIONS
1. Indian Girls Code
https://www.robotixedu.com/indian-girls-code.html
2. Tech Needs Girls
https://www.techneedsgirls.org/
3. Code to Inspire
https://www.codetoinspire.org/
4. Pearls Africa Foundation
https://pearlsafrica.org/
5. She Will Connect Africa
https://www.intel.la/ +
vice em espanhol. (2020). o impacto dos videogames na cultura latino-americana. 2020, de vice em espanhol website: https://www.youtube.com/watch?v=t6jsx2JCi_o&ab_channel=VICEenEspa%C3%B1ol +
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Women Game Jam Brazil +
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barbara villariño. (2019). ¡Has desbloqueado comunidad jugona LGTB+!. 2019, de pikara magazine Sitio web: https://latinta.com.ar/2019/04/desbloqueado-comunidad-jugona-lgtb/ +
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The Red STEM Latinoamérica (STEM Network Latin America)
Inititated by Siemens Stiftung is an association of institutions from different sectors – governmental, educational, civil, and private – united by the interest of offering quality STEM education on the continent and giving space to educational innovation. +
Science Clubs International (SCI) https://www.scienceclubsint.org/
Is a growing network of passionate science educators and 8 partner non-profit organizations and a global organization that works to spark a social transformation by expanding access to high-quality STEM education and collaborative networks.
miniPCR bio™
Make tools for scientists and is dedicated to the mission of making science accessible to everyone, everywhere. +
How are we affected by video games?
This paper is devoted to the research of the social and cultural impacts of video games. Video games are
represented as the product of digital culture that substantially affects a modern person, alters traditional
social practices, and transforms cultural space. +
Galanina, E. (2018). Social and Cultural Impacts of Video Games, How Are We Affected by Video Games. Proceedings of the 31st International Business Information Management Association Conference (IBIMA). +
Positive and negative effects of video games +
portaltic. (2019). los videojuegos, el espejo donde se mira y mejora la sociedad. 2019, de cet Sitio web: https://www.europapress.es/portaltic/videojuegos/noticia-videojuegos-espejo-donde-mira-mejora-sociedad-20191009090739.html +
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portaltic. (2019). los videojuegos, el espejo donde se mira y mejora la sociedad. 2019, cet website: https://www.europapress.es/portaltic/videojuegos/noticia-videojuegos-espejo-donde-mira-mejora-sociedad-20191009090739.html +
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mendez martinez. (2017). Las mujeres y la creación en la industria de los videojuegos en España: oportunidades y dificultades en espacios masculinizados. 2022, de universidad omplutense de madrid Sitio web: https://revistas.ucm.es/index.php/INFE/article/view/54912 +
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EWHA Brand communication
Platforms, audiences, conventions and sponsoring +