Notes
[1] Maeve Duggan, “It's a Woman's (Social Media) World,” Pew Research Center, http://www.pewresearch.org/fact-tank/2013/09/12/its-a-womans-social-media-world/ (accessed September 12, 2013).
[2] I wish to thank Brock Webb for helping me articulate this point.
[3] Wikipedia, “The Woman question,” http://en.wikipedia.org/wiki/The_woman_question (accessed January 8, 2014).
[4] Radhika Gajjala and Yeon Ju Oh, eds., Cyberfeminism 2.0. (New York: Peter Lang, 2012); Ada: A Journal of Gender, New Media, and Technology 2 (2013).
[5] Nina Huntermann, “Introduction: Feminist Discourses in Games/Game Studies,” Ada: A Journal of Gender, New Media and Technology 2 (2013).
[6] Radhika Gajjala and Annapurna Mamidipudi, “Cyberfeminism, Technology, and International “Development,” Gender and Development 7, issue 2 (1999): 8–16.
[7] Payal Arora and Nimmi Rangaswamy, “Digital Leisure for Development: Rethinking New Media Practices from the Global South,” Media Culture & Society 35, issue 7 (2013): 898–905.
[8] Payal Arora and Nimmi Rangaswamy, “Digital Leisure for Development: Rethinking New Media Practices from the Global South,” Media Culture & Society 35, issue 7 (2013): 898–905.
[9] Kishonna Gray, “Collective Organizing, Individual Resistance, or Asshole Griefers? An Ethnographic Analysis of Women of Color in Xbox Live,” Ada: A Journal of Gender, New Media, and Technology 2 (2013), http://adanewmedia.org/2013/06/issue2-gray/ (accessed January 2, 2014).
[10] Radhika Gajjala, “Digital Media, Race, Gender, Affect, and Labor: Introduction to Special Section,” Television & New Media 15 (2013): 215–22.
[11] Anita Say Chan, Networking Peripheries: Technological Futures and the Myth of Digital Universalism (Cambridge, MA: MIT Press, 2014).