scholarly journals The Social Construction of the “Non-professional Computer Users”: The “Center for the Popularization of Informatics” in Catalonia, Spain (1980s-1990s)

2021 ◽  
Vol 15 (1) ◽  
pp. 131-152
Author(s):  
Ignasi Meda-Calvet

Abstract The histories of personal computing have been focusing lately on groups of users who saw computing as an exciting new field in activities apparently as different as hardware tinkering, coding or even playing video games. What do we know, however, about the users who did not share these interests and yet ended up using personal computers in their everyday contexts? Based on the study of the Center for the Popularization of Informatics—a Catalan institution that promoted computer technologies among diverse audiences, often unemployed and youth—this article shows how a new and heterogeneous user profile needed to be created: the “non-professional computer users.” With the increasing use of computers in the 1990s, most people employed computer technologies as a means to carry out regular duties and labor tasks performed, in most cases, even before computerization. In addition, the article suggests that computer technologies strengthened more than improved or reshaped the traditional labor processes and working conditions.

Author(s):  
Joey J. Lee ◽  
D. Benjamin Hellar ◽  
Christopher M. Hoadley

Many IT researchers have noted the disturbing trend of an incredible shrinking pipeline; this pipeline represents the number of women who are involved in computer and technology fields from high school continuing onto graduate school or professional careers (Camp, 1997; Gorriz & Medina, 2000). A closely related phenomenon is how girls’ interest in computer and video games tends to dwindle during childhood. Researchers feel that computer games have provided “a significant impetus for many boys to become more acquainted with computers … [for] young people who play games are more likely to enter computer-related careers” (Agosto, 2004, pp. 11-12). It seems reasonable, then, that computer and video games provide an easy lead-in to computer familiarity, comfort and literacy (Cassell & Jenkins, 2000). Preschool children of both sexes demonstrate equal interest in computer games, but as girls mature, they lose interest in gaming (Agosto, 2004; Comber, Colley, Hargreaves, & Dorn, 1997). The reasons for this are uncertain. Perhaps it is partly because of the way women are often under represented in games—only 16% of the characters in the bestselling games are female—or when they are represented, the characters are portrayed unrealistically or negatively (Douglas, Dragiewicz, Manzano & McMullin, 2002). Female game characters are frequently depicted as damsels in distress, scantily clad, objectified rewards to be won, or passive bystanders (Provenzo, 1991; Douglas et al., 2002). Cassell and Jenkins (2000, p. 6)) see this portrayal as a “prime example of the social construction of gender.” Another reason may be the lack of enough compelling and attractive content tailored to young girls (Gorriz et al., 2000). Perhaps it is not that girls innately dislike video games, but there are simply too few titles to choose from. Statistics show that women actually do enjoy video games – in fact, 43% of all gamers today are women, but most of these women are over the age of 18 (Entertainment Software Association, 2005). When women do play games, they tend to play online games and social games such as Electronic Arts’ Sims Online. While a game like Sims Online is gender neutral, it is noteworthy that more women (56%) actually play this game than men. Evidently, when content is made available that is attractive or fun to women, they will play. It is, therefore, worthwhile to consider what kinds of games can be leveraged for education to promote computer literacy in girls and to attract more girls to technology in general.


1992 ◽  
Vol 37 (11) ◽  
pp. 1186-1186
Author(s):  
Garth J. O. Fletcher

2010 ◽  
pp. 73-89
Author(s):  
M.-F. Garcia

The article examines social conditions and mechanisms of the emergence in 1982 of a «Dutch» strawberry auction in Fontaines-en-Sologne, France. Empirical study of this case shows that perfect market does not arise per se due to an «invisible hand». It is a social construction, which could only be put into effect by a hard struggle between stakeholders and large investments of different forms of capital. Ordinary practices of the market dont differ from the predictions of economic theory, which is explained by the fact that economic theory served as a frame of reference for the designers of the auction. Technological and spatial organization as well as principal rules of trade was elaborated in line with economic views of perfect market resulting in the correspondence between theory and reality.


1978 ◽  
Vol 25 (5) ◽  
pp. 461-475 ◽  
Author(s):  
Merton J. Kahne ◽  
Charlotte Green Schwartz

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