References
[1]. Snow E. 1989. Theorizing the male gaze: Some problems[J]. Representations, 25: 30-41
[2]. The Reason why female gamers has gained significance. https://www.bbc.com/ukchina/simp/53412269
[3]. Tianfeng Bi. 2019. Inventing idols: Culture industry and fandom zealotry-The Produce 101(China) for instance[J]. Journalism Communication, 1.
[4]. Jensen, J. 2002. Fandom as pathology: The consequences of characterization. In The adoring audience(pp. 9-29). Routledge.
[5]. Yutong Wang. 2020. Women participation, affect theory and idol culture as social symptom [J].Chinese women culture, (01):199-211.
[6]. CNNIC. The 14th “Statistical report on China’s Internet development”.
[7]. GSMA Connected Women, 2019. The mobile gender gap report 2019. https://www.gsma.com/mobilefordevelopment/wpcontent/uploads/2019/03/ GSMA-Connected-Women-TheMobile-Gender-Gap-Report-2019.
[8]. Yufei Chen. 2020. Feminism and immersive communication in Otome games[J]. Today Media, 28(05):74-76.
[9]. Krämer L L. 2016. Fotostrecke: Tittytainment(Fotos von Kathrin Koeppen)[J]. 360°–Das studentische Journal für Politik und Gesellschaft, 11(1).
Cite this article
Tang,Y. (2023). The Anti-male Gaze Attempt under Digital Media: Culture Consumption Featured with Female Dominance and the Possibility of Female Gaze. Lecture Notes in Education Psychology and Public Media,4,740-745.
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The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.
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References
[1]. Snow E. 1989. Theorizing the male gaze: Some problems[J]. Representations, 25: 30-41
[2]. The Reason why female gamers has gained significance. https://www.bbc.com/ukchina/simp/53412269
[3]. Tianfeng Bi. 2019. Inventing idols: Culture industry and fandom zealotry-The Produce 101(China) for instance[J]. Journalism Communication, 1.
[4]. Jensen, J. 2002. Fandom as pathology: The consequences of characterization. In The adoring audience(pp. 9-29). Routledge.
[5]. Yutong Wang. 2020. Women participation, affect theory and idol culture as social symptom [J].Chinese women culture, (01):199-211.
[6]. CNNIC. The 14th “Statistical report on China’s Internet development”.
[7]. GSMA Connected Women, 2019. The mobile gender gap report 2019. https://www.gsma.com/mobilefordevelopment/wpcontent/uploads/2019/03/ GSMA-Connected-Women-TheMobile-Gender-Gap-Report-2019.
[8]. Yufei Chen. 2020. Feminism and immersive communication in Otome games[J]. Today Media, 28(05):74-76.
[9]. Krämer L L. 2016. Fotostrecke: Tittytainment(Fotos von Kathrin Koeppen)[J]. 360°–Das studentische Journal für Politik und Gesellschaft, 11(1).