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Equal rights of telling the facts about historic events

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Woman in war

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When war is always associated with violence, women bring up topics as freedom and emancipation(Sjoberg 2013).

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When war is always associated with violence, women bring up topics as freedom and emancipation(Sjoberg 2013).

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Sjoberg, L.(2013). Gendering Global conflict: Toward a feminist theory of war. Columbia University Press. https://books.google.es/books?id=vu3Dq2sXmz4C&dq=ender's+game+war+influences+masculinity&lr=lang_en&source=gbs_navlinks_s

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Feminist approaches to theorizing war, then, see war as a gendered concept, a gendered event, a gendered logic, and a gendered performance(Sjoberg 2013).

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Feminist approaches to theorizing war, then, see war as a gendered concept, a gendered event, a gendered logic, and a gendered performance(Sjoberg 2013).

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The study of war  often reflects the real world which is primarly engaged by men, and governed by the norms of masculinity. while appearing gender neutral(Sjoberg 2013).

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The study of war  often reflects the real world which is primarly engaged by men, and governed by the norms of masculinity. while appearing gender neutral(Sjoberg 2013).

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Feminism is about making the invisible visible, bringing women's lives to the center, rendering the trivial important, putting the spotlight on women as competent actors, and understanding women as asubjects rather thah objects of men (Sjoberg 2013).

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Feminism is about making the invisible visible, bringing women's lives to the center, rendering the trivial important, putting the spotlight on women as competent actors, and understanding women as asubjects rather thah objects of men (Sjoberg 2013).

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A key reason for the ongoing invisibility of women and gender in the theoretical frames throughwhich post-cold war international politics is grasped is the legitimizing function of masculinity discourse within these theories (Sjoberg 2013).

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A key reason for the ongoing invisibility of women and gender in the theoretical frames throughwhich post-cold war international politics is grasped is the legitimizing function of masculinity discourse within these theories (Sjoberg 2013).

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Video games: Space-games designed for and by the masculine gender

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Previous research on Mh predicts that men should respond to threaths or insults that are directed at them. And, to do so, violence is sometimes necessary. Thus, individuals adherence to MH predicts how they perceive violence as a tool for defending against threats and building and maintaining masculine reputations (O'dea, Castro and Saucier 2016)

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Previous research on Mh predicts that men should respond to threaths or insults that are directed at them. And, to do so, violence is sometimes necessary. Thus, individuals adherence to MH predicts how they perceive violence as a tool for defending against threats and building and maintaining masculine reputations (O'dea, Castro and Saucier 2016)

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O'Dea, C; Castro, A; Saucier, D.(2016). Fight or flight: Perceptions of men who confront versus ignore threats to themselves and others. Personality and Individual differences. Vol 104, pp. 245-351 http://www.sciencedirect.com/science/article/pii/S0191886916309485

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Space-themed games continued to be one of the most prominent genres throughout the 1970s and 1980s, and they were also some of the most popular. These are trapped into the individualistic masculinity, while also including the frontier of space that become prominent in escape fantasies. Space games were one of the first types of video games to be released, and the narratives within them allowed them to appeal to boys and men in the Cold War United States(Cadyem 2010)

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Space-themed games continued to be one of the most prominent genres throughout the 1970s and 1980s, and they were also some of the most popular. These are trapped into the individualistic masculinity, while also including the frontier of space that become prominent in escape fantasies. Space games were one of the first types of video games to be released, and the narratives within them allowed them to appeal to boys and men in the Cold War United States(Cadyem 2010)

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Cadyem, A.(2010)."I play to beat the machine": Masculinity and the video game industry in the United states. B.A University Central: Florida
http://etd.fcla.edu/CF/CFE0004889/McDivitt_Anne_L_201308_MA.pdf

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Space games were very popular throughout the 1970s and 1980s, but the genre was started in the 1960s. With an emphasis in masculine space fantasies and battles from popular books, movies and comics, these games are a reflection of cold War masculinity, as they emphasize this individualistic narrative and the idea of space as a frontier realm(Cadyem 2010).

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Space games were very popular throughout the 1970s and 1980s, but the genre was started in the 1960s. With an emphasis in masculine space fantasies and battles from popular books, movies and comics, these games are a reflection of cold War masculinity, as they emphasize this individualistic narrative and the idea of space as a frontier realm(Cadyem 2010).

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The early generation of developers was instrumental in the growth of the video game industry, and the types of games they created were influenced by interwar masculinity. Higenbotham and Baer were born in 1910 and 1922, respectively, which would place their understanding and construction of White, middle class, masculinity in the period between the world wars. In particular, the type of games that they created were based on pure skill, competition to win at the electronic games, and sports, which were part of the era's masculine emphasis on the growth body(Cadyem 2010).

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The early generation of developers was instrumental in the growth of the video game industry, and the types of games they created were influenced by interwar masculinity. Higenbotham and Baer were born in 1910 and 1922, respectively, which would place their understanding and construction of White, middle class, masculinity in the period between the world wars. In particular, the type of games that they created were based on pure skill, competition to win at the electronic games, and sports, which were part of the era's masculine emphasis on the growth body(Cadyem 2010).

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The figure of the Queen in Ender's game and her relation to Valentine's character

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The figure of the Queen in Ender's game and her relation to Valentine's character

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Throughout the history of science fiction, alien cultures periodically have appeared in the form of hives. In CJ. Cherry's Serpent's Reach and Orson Scott Card's Ender trilogy, both of which were conceived in the late 1970s, the authors center these hives cultures around the figure of a Queen or mother. This Queen dominates the hive controlling all its members as if they were mere extensions of her body. The adolescent human protagonists in each of these novels both of whom have been separated from their families at early age-develope affinities for this figure of the Queen. Cherryh leads a female protagonist into an affectionate relationship with the Queen, while, in Ender, Card creates a male protagonist who must destroy the Queen and her culture before he can recognize his love for her. The hive Queen in these cases, I will suggest, is a literary manifestation of the pre-Oedipal mother-at least, an infants image of the pre-Oedipal mother. Both of these authors argue for an end to the traditional Western heterosexual familiar arrangement. The protagonist, in these stories, moreover, react as an infant to his mother. Their reactions, however, are gendered. (Heidkamps 1996)

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Throughout the history of science fiction, alien cultures periodically have appeared in the form of hives. In CJ. Cherry's Serpent's Reach and Orson Scott Card's Ender trilogy, both of which were conceived in the late 1970s, the authors center these hives cultures around the figure of a Queen or mother. This Queen dominates the hive controlling all its members as if they were mere extensions of her body. The adolescent human protagonists in each of these novels both of whom have been separated from their families at early age-develope affinities for this figure of the Queen. Cherryh leads a female protagonist into an affectionate relationship with the Queen, while, in Ender, Card creates a male protagonist who must destroy the Queen and her culture before he can recognize his love for her. The hive Queen in these cases, I will suggest, is a literary manifestation of the pre-Oedipal mother-at least, an infants image of the pre-Oedipal mother. Both of these authors argue for an end to the traditional Western heterosexual familiar arrangement. The protagonist, in these stories, moreover, react as an infant to his mother. Their reactions, however, are gendered. (Heidkamps 1996)

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Heidkamps, B.(1996). Responses to the Alien Mother in Post-maternal cultures: CJ Cherryh and Orson Scott Card. Science Fiction Studies. Vol 23, pp.339-354 http://www.jstor.org/stable/4240539?seq=1#page_scan_tab_contents
The pre-Oedipal mother: https://en.wikipedia.org/wiki/Feminism_and_the_Oedipus_complex#Nancy_Chodorow

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Ender's behavior related to masculinity influence