Search

Recent News

Lee Gutkind

How to Write True Stories about Science and Society: The 'Godfather of Creative Nonfiction' Joins Drexel for Workshop

October 24, 2014
Have you ever written a report or scholarly paper and struggled with how to share your findings outside of your academic field? Or have you had to translate oth... Read More »
National Science Foundation

Gwen Ottinger, PhD, Receives CAREER Award from NSF for Project on Air Monitoring and Environmental Justice

September 30, 2014

Gwen Ottinger, assistant professor in the Center for STS, has been awarded a prestigious Faculty Early Career Development (CAREER) award for her project, "En... Read More »


Gwen Ottinger, PhD

Gwen Ottinger, PhD, to Co-host NSF-funded Workshop on Civic Science

September 29, 2014
On October 2 and 3, academics, foundation and non-profit leaders, and high-level policy makers will convene in Washington, D.C. to advance "civic science". Civi... Read More »

View All Recent News »

Events

  • True Stories Well Told--About Science and Society

    Monday, November 3, 2014

    2:00 PM-6:30 PM

    Drexel University ExCITe Center, Suite 100, 3401 Market Street, Philadelphia PA 19104

    • Alumni
    • Current Students
    • Faculty
    • Prospective Students
    • Public
    • Staff
    • Graduate Students
    • Senior Class

     

    Read More
  • Gaming at the Edge: Gender, Race, and Sexuality in Video Games

    Tuesday, November 11, 2014

    6:30 PM-7:30 PM

    Papadakis Integrated Sciences Building (PISB) 33rd and Market Streets, northeast corner Room 109

    • Alumni
    • International Students
    • LGBTQA
    • Current Students
    • Faculty
    • Prospective Students
    • Public
    • Staff
    • Graduate Students
    • Senior Class
    • Parents & Families

    Adrienne Shaw's book Gaming at the Edge represents an intersection of three major fields in media studies: the politics of representation of marginalized groups; ethnographic and qualitative media audience research; and cultural studies approaches to video games. It provides an in-depth look at not just how groups are represented in games, as some previous authors have done, but how audiences interact with these representations in ways that are unique to this particular medium. Although other authors have addressed similar issues in relation to online gaming, T.L. Taylor’s Play Between Worlds being the seminal example, this book looks at people who play games (alone or with others) rather than people who play a particular game or on a particular platform. It addresses digital games as part of broader media consumption practices and identity work, looking at the ways games and concerns about representation in them are embedded within the everyday lives of players.

    Read More

Center for Science, Technology & Society

3025 MacAlister Hall
3250-60 Chestnut Street
Philadelphia, PA 19104