@book {731,
	title = {Discourse and Social Change},
	year = {1992},
	note = {genres "correspond closely to types of social practice" (125)Bakhtinian view of genre (125) 
genre is "a relatively stable set of conventions that is associated with, and partly enacts, a socially ratified type of activity. . . . A genre implies not only a particular text type, but also particular processes of producing, distributing and consuming texts" (126)
},
	month = {1992},
	publisher = {Polity Press},
	organization = {Polity Press},
	address = {Cambridge},
	keywords = {Bakhtin, discourse analysis, Foucault, genre, intertextuality},
	author = {Fairclough, Norman}
}
@article {880,
	title = {A Cultural Approach to Television Genre Theory},
	journal = {Cinema Journal},
	volume = {40},
	year = {2001},
	note = {+ pdf},
	month = {2001},
	pages = {3{\textendash}24},
	keywords = {academics, Altman, audience, evolution, Feuer, Foucault, genre, industry, Neale, television, Todorov},
	author = {Mittell, Jason}
}
@book {883,
	title = {Genre and Television: From Cop Shows to Cartoons in American Culture},
	year = {2004},
	note = {+},
	month = {2004},
	publisher = {Routledge},
	organization = {Routledge},
	address = {New York},
	keywords = {Altman, Foucault, genre, historiography, industry, media studies, parody, quiz show, television},
	isbn = {0-415-96903-4},
	author = {Mittell, Jason}
}
@article {924,
	title = {Women and Games: Technologies of the Gendered Self},
	journal = {New Media \& Society},
	volume = {9},
	year = {2007},
	note = {+ pdf},
	month = {2007},
	pages = {555{\textendash}576},
	abstract = {This study examines how individual differences in theconsumption of computer games intersect with gender and how
games and gender mutually constitute each other.The study
focused on adult women with particular attention to differences
in level of play, as well as genre preferences.Three levels of game
consumption were identified. For power gamers, technology and
gender are most highly integrated.These women enjoy multiple
pleasures from the gaming experience, including mastery of
game-based skills and competition. Moderate gamers play games
in order to cope with their real lives.These women reported
taking pleasure in controlling the gaming environment, or
alternately that games provide a needed distraction from
the pressures of their daily lives. Finally, the non-gamers who
participated in the study expressed strong criticisms about
game-playing and gaming culture. For these women, games are a waste of time, a limited commodity better spent on other
activities.
},
	keywords = {Foucault, gender, genre, identity, video game, women},
	author = {Royse, Pam and Lee, Joon and Undrahbuyan, Baasanjav and Hopson, Mark and Consalvo, Mia}
}
