It takes the challenge of gender representations into virtual worlds. Students reflect on the management of identity between real and virtual, then experience the creation of avatars for fairer and more respectful representation and assessment (self, peer). Students will reflect on the use of avatars as an expression of the self. They will also focus on the social motivations of videogaming (competitiveness, need for sociality, positive/negative body image of the self, etc..)
Through a comparison between 90s and contemporary commercials, students will investigate the evolution of gender stereotypes in popular culture…
Because it must attract attention and convey a message in a few words, advertising uses and sometimes abuses denigrating stereotypes. Look around you !
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