gender

Sharing instructive primers for developers interested in creating technologies for those affected by gender-based violence.

Image by ijclark (Flickr CC BY 2.0).

Digital technologies are increasingly proposed as innovative solution to the problems and threats faced by vulnerable groups such as children, women, and LGBTQ people. However, there exists a structural lack of consideration for gender and power relations in the design of Internet technologies, as previously discussed by scholars in media and communication studies (Barocas & Nissenbaum, 2009; Boyd, 2001; Thakor, 2015) and technology studies (Balsamo, 2011; MacKenzie and Wajcman, 1999). But the intersection between gender-based violence and technology deserves greater attention. To this end, scholars from the Center for Information Technology at Princeton and the Oxford Internet Institute organised a workshop to explore the design ethics of gender-based violence and safety technologies at Princeton in the Spring of 2017. The workshop welcomed a wide range of advocates in areas of intimate partner violence and sex work; engineers, designers, developers, and academics working on IT ethics. The objectives of the day were threefold: (1) to better understand the lack of gender considerations in technology design, (2) to formulate critical questions for functional requirement discussions between advocates and developers of gender-based violence applications; and (3) to establish a set of criteria by which new applications can be assessed from a gender perspective. Following three conceptual takeaways from the workshop, we share instructive primers for developers interested in creating technologies for those affected by gender-based violence. Survivors, sex workers, and young people are intentional technology users Increasing public awareness of the prevalence gender-based violence, both on and offline, often frames survivors of gender-based violence, activists, and young people as vulnerable and helpless. Contrary to this representation, those affected by gender-based violence are intentional technology users, choosing to adopt or abandon tools as they see fit. For example, sexual assault victims strategically disclose their stories on specific social media platforms to mobilise collective action. Sex workers adopt locative technologies to make safety plans. Young people utilise secure search tools to find information about sexual health resources…

Understanding how men and women become violent radicals, and the differences there might be between them, has never been more important.

The process of radicalisation still lacks clarity, and relies on theorising that is rife with assumptions. Image of flowers left at London Bridge in June 2017, by Gerry Popplestone (Flickr CC BY-NC-ND 2.0).

One of the key current UK security issues is how to deal with British citizens returning from participation in ISIS in Syria and Iraq. Most of the hundreds fighting with ISIS were men and youths. But, dozens of British women and girls also travelled to join Islamic State in Syria and Iraq. For some, online recruitment appeared to be an important part of their radicalisation, and many took to the Internet to praise life in the new Caliphate once they arrived there. These cases raised concerns about female radicalisation online, and put the issue of women, terrorism, and radicalisation firmly on the policy agenda. This was not the first time such fears had been raised. In 2010, the university student Roshonara Choudhry stabbed her Member of Parliament, after watching YouTube videos of the radical cleric Anwar Al Awlaki. She is the first and only British woman so far convicted of a violent Islamist attack. In her Policy & Internet article “The Case of Roshonara Choudhry: Implications for Theory on Online Radicalisation, ISIS Women, and the Gendered Jihad”, Elizabeth Pearson explores how gender might have factored in Roshonara’s radicalisation, in order to present an alternative to existing theoretical explanations. First, in precluding her from a real-world engagement with Islamism on her terms, gender limitations in the physical world might have pushed her to the Internet. Here, a lack of religious knowledge made her particularly vulnerable to extremist ideology; a susceptibility only increased through Internet socialisation and to an active radical milieu. Finally, it might have created a dissonance between her online and multiple “real” gendered identities, resulting in violence. As yet, there is no adequately proven link between online material and violent acts. But given the current reliance of terrorism research on the online environment, and the reliance of policy on terrorism research, the relationship between the virtual and offline domains must be better understood. So too must the process of…

Exploring what sorts of reactions people might have to examples of assault and how they might differ online and offline.

Conversation between Laura Bates, Judy Wajcman (speaking) and Helen Margetts, at the Everyday Sexism Datahack, organised by the OII to encourage creative engagement with the textual data gathered by the Everyday Sexism project.

To encourage new ways of thinking about the problem of sexism in daily life, the OII’s recent Everyday Sexism Datahack brought together twenty people from a range of disciplinary backgrounds to analyse the written accounts of sexism and harassment gathered by the Everyday Sexism project. Founded by Laura Bates in 2012, Everyday Sexism has gathered more than 120,000 accounts submitted by members of the public. A research team at the OII has already been analysing the content, and provided cleaned data to the datahack participants that could be analysed through qualitative and quantitative methods. Following an introduction to the project by Laura Bates, an outline of the dataset by Taha Yasseri, and a speed-networking session led by Kathryn Eccles we fell into two teams to work with the data. Our own group wanted to examine the question of how people interact with the threat of public space. We were also interested in how public space is divided between online and offline, and the social perception of being online versus offline. We wanted to explore what sorts of reactions people might have to examples of assault, or strategies or things they might do in response to something happening to them—and how they might differ online and offline. We spent the first hour collecting keywords that might indicate reactions to either online or offline harassment, including identifying a perceived threat and coping with it. We then searched the raw data for responses like “I tried to ignore it,” “I felt safe/unsafe,” “I identified a risk,” “I was feeling worried, feeling anxious or nervous”; and also looked at online versus offline actions. So for online action we were looking for specific platforms being named, and people saying things like “comment, response, delete, remove” in relation to social media posts. For offline we were looking for things like “I carried a [specific item]” or “I hid or avoided certain areas“ or “I walked faster”…

The Zooniverse is a predominant example of citizen science projects that have enjoyed particularly widespread popularity and traction online.

Count this! In celebration of the International Year of Astronomy 2009, NASA's Great Observatories—the Hubble Space Telescope, the Spitzer Space Telescope, and the Chandra X-ray Observatory—collaborated to produce this image of the central region of our Milky Way galaxy. Image: Nasa Marshall Space Flight Center

Since it first launched as a single project called Galaxy Zoo in 2007, the Zooniverse has grown into the world’s largest citizen science platform, with more than 25 science projects and over 1 million registered volunteer citizen scientists. While initially focused on astronomy projects, such as those exploring the surfaces of the moon and the planet Mars, the platform now offers volunteers the opportunity to read and transcribe old ship logs and war diaries, identify animals in nature capture photos, track penguins, listen to whales communicating and map kelp from space. These projects are examples of citizen science; collaborative research undertaken by professional scientists and members of the public. Through these projects, individuals who are not necessarily knowledgeable about or familiar with science can become active participants in knowledge creation (such as in the examples listed in the Chicago Tribune: Want to aid science? You can Zooniverse). The Zooniverse is a predominant example of citizen science projects that have enjoyed particularly widespread popularity and traction online. Although science-public collaborative efforts have long existed, the Zooniverse is a predominant example of citizen science projects that have enjoyed particularly widespread popularity and traction online. In addition to making science more open and accessible, online citizen science accelerates research by leveraging human and computing resources, tapping into rare and diverse pools of expertise, providing informal scientific education and training, motivating individuals to learn more about science, and making science fun and part of everyday life. While online citizen science is a relatively recent phenomenon, it has attracted considerable academic attention. Various studies have been undertaken to examine and understand user behaviour, motivation, and the benefits and implications of different projects for them. For instance, Sauermann and Franzoni’s analysis of seven Zooniverse projects (Solar Stormwatch, Galaxy Zoo Supernovae, Galaxy Zoo Hubble, Moon Zoo, Old Weather, The Milkyway Project, and Planet Hunters) found that 60 percent of volunteers never return to a project after finishing…

Men and women tend to be rewarded differently for the same amount of work. Since online economies are such a big part of many people’s lives today, we wanted to know if this holds true in those economies as well.

She could end up earning 11 percent less than her male colleagues .. Image from EVE Online by zcar.300.

Ed: Firstly, what is a ‘virtual’ economy? And what exactly are people earning or exchanging in these online environments? Vili: A virtual economy is an economy that revolves around artificially scarce virtual markers, such as Facebook likes or, in this case, virtual items and currencies in an online game. A lot of what we do online today is rewarded with such virtual wealth instead of, say, money. Ed: In terms of ‘virtual earning power’ what was the relationship between character gender and user gender? Vili: We know that in national economies, men and women tend to be rewarded differently for the same amount of work; men tend to earn more than women. Since online economies are such a big part of many people’s lives today, we wanted to know if this holds true in those economies as well. Looking at the virtual economies of two massively-multiplayer online games (MMOG), we found that there are indeed some gender differences in how much virtual wealth players accumulate within the same number of hours played. In one game, EVE Online, male players were on average 11 percent wealthier than female players of the same age, character skill level, and time spent playing. We believe that this finding is explained at least in part by the fact that male and female players tend to favour different activities within the game worlds, what we call “virtual pink and blue collar occupations”. In national economies, this is called occupational segregation: jobs perceived as suitable for men are rewarded differently from jobs perceived as suitable for women, resulting in a gender earnings gap. However, in another game, EverQuest II, we found that male and female players were approximately equally wealthy. This reflects the fact that games differ in what kind of activities they reward. Some provide a better economic return on fighting and exploring, while others make it more profitable to engage in trading and building social…