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Stephanie Fisher

Biographic Data

ID6094607
NAMEStephanie Fisher
GIVEN NAMESStephanie
FAMILY NAMEFisher
SIGNATUREFISHER S
AFFILIATIONSYork University
VERIFIEDNo
TOTAL WORKS7
TOTAL CITATIONS23
WORKS AS AUTHOR7
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2011
LATEST PUBLICATION YEAR2025
H-INDEX2
  • Precarity, agency and trust

    Open Access•Anna Deal, Maha Salloum et al.•ARTICLE•SSM - Qualitative Research in…•2025

    Background: Individuals living in initial asylum accommodation are at increased risk of vaccine-preventable disease, yet confidence in vaccination may be low in these settings. Our aim was to understand the influence of experiences within the UK asylum system on vaccine confidence and decision-making from a sociological perspective. Methods: In-depth semi-structured interviews were carried out on views and experiences around vaccination (09/2020-…

  • Situating and sustaining feminist action

    Alison Harvey, Erika Chung et al.•ARTICLE•Feminist Media Studies•2025•References: 13

  • Levelling Up

    Open Access•Jennifer Jenson, Suzanne De Castell et al.•ARTICLE•Journal of Virtual Worlds Research•2017

    In this paper, we present a study of 182 youths (ages 9 - 17) playing a closed-system Massively Multiplayer Online Game (MMOG), Guardian Academy. Its purpose was to investigate the online virtual world behaviours of youth under the age of 18 playing in an educational setting. We report on a mixed-methods study of minor players in situ across eight socioeconomically diversified educational communities, focused on characteristics, patterns, and tra…

  • Growing pains

    Alison Harvey, Stephanie Fisher•ARTICLE•Feminist Media Studies•2016•Cited by: 1•References: 6

    In response to a growing focus on inclusivity in digital games culture, both in mainstream journalism and academia, a range of collaborators have organized for change in this domain under the umbrella of “feminists in games” (FIG). This article explores how moments of tension between women, groups, and communities self-identifying as FIG can productively be understood not solely through rigid conceptualizations of feminist “waves” but also throug…

  • Everyone Can Make Games!”

    Alison Harvey, Stephanie Fisher•ARTICLE•Feminist Media Studies•2014•Cited by: 18•References: 3

    After over a decade of scholarly research and well-documented harassment, sexism, and other forms of exclusion and marginalization, digital games culture is currently the object of heightened attention and discourse related to diversity and inclusion. This paper considers the context of this shift with a particular focus on the relationship between gender-focused inclusivity-based action in the form of women in games incubators, post-feminist dis…

  • Making a Name in Games

    Alison Harvey, Stephanie Fisher•ARTICLE•Information Communication & Society•2013

    This article explores the development and implementation of a Toronto-based incubator supporting local women in developing their own games. The incubator was created to help change the current (male-dominated) status quo of game production, promising participants skills sharing, support for the development of a new game, and entry into the local community of indie games developers. It was at the same time part of a large network of commercial and…

  • Understanding Punishment Responses to Drug Offenders

    Open Access•Russil Durrant, Stephanie Fisher et al.•ARTICLE•Contemporary Drug Problems•2011•Cited by: 4•References: 24

    The harm that drugs cause to users and society is the typical rationale for the regulation of illicit drugs and the punishment of drug offenders. However, what factors actually influence people's punishment responses to drug offenses? A sample of 196 residents of Wellington, New Zealand completed measures that assessed their perceptions of the social threat caused by drugs, the harm of drugs, their feelings of emotional warmth towards drug offend…

  • Everyone Can Make Games!”

    Alison Harvey, Stephanie Fisher•ARTICLE•Feminist Media Studies•2014•Cited by: 18•References: 3

    After over a decade of scholarly research and well-documented harassment, sexism, and other forms of exclusion and marginalization, digital games culture is currently the object of heightened attention and discourse related to diversity and inclusion. This paper considers the context of this shift with a particular focus on the relationship between gender-focused inclusivity-based action in the form of women in games incubators, post-feminist dis…

  • Understanding Punishment Responses to Drug Offenders

    Open Access•Russil Durrant, Stephanie Fisher et al.•ARTICLE•Contemporary Drug Problems•2011•Cited by: 4•References: 24

    The harm that drugs cause to users and society is the typical rationale for the regulation of illicit drugs and the punishment of drug offenders. However, what factors actually influence people's punishment responses to drug offenses? A sample of 196 residents of Wellington, New Zealand completed measures that assessed their perceptions of the social threat caused by drugs, the harm of drugs, their feelings of emotional warmth towards drug offend…

  • Growing pains

    Alison Harvey, Stephanie Fisher•ARTICLE•Feminist Media Studies•2016•Cited by: 1•References: 6

    In response to a growing focus on inclusivity in digital games culture, both in mainstream journalism and academia, a range of collaborators have organized for change in this domain under the umbrella of “feminists in games” (FIG). This article explores how moments of tension between women, groups, and communities self-identifying as FIG can productively be understood not solely through rigid conceptualizations of feminist “waves” but also throug…

  • Understanding Punishment Responses to Drug Offenders

    Open Access•Russil Durrant, Stephanie Fisher et al.•ARTICLE•Contemporary Drug Problems•2011•Cited by: 4•References: 24

    The harm that drugs cause to users and society is the typical rationale for the regulation of illicit drugs and the punishment of drug offenders. However, what factors actually influence people's punishment responses to drug offenses? A sample of 196 residents of Wellington, New Zealand completed measures that assessed their perceptions of the social threat caused by drugs, the harm of drugs, their feelings of emotional warmth towards drug offend…

  • Making a Name in Games

    Alison Harvey, Stephanie Fisher•ARTICLE•Information Communication & Society•2013

    This article explores the development and implementation of a Toronto-based incubator supporting local women in developing their own games. The incubator was created to help change the current (male-dominated) status quo of game production, promising participants skills sharing, support for the development of a new game, and entry into the local community of indie games developers. It was at the same time part of a large network of commercial and…

  • Everyone Can Make Games!”

    Alison Harvey, Stephanie Fisher•ARTICLE•Feminist Media Studies•2014•Cited by: 18•References: 3

    After over a decade of scholarly research and well-documented harassment, sexism, and other forms of exclusion and marginalization, digital games culture is currently the object of heightened attention and discourse related to diversity and inclusion. This paper considers the context of this shift with a particular focus on the relationship between gender-focused inclusivity-based action in the form of women in games incubators, post-feminist dis…

  • Growing pains

    Alison Harvey, Stephanie Fisher•ARTICLE•Feminist Media Studies•2016•Cited by: 1•References: 6

    In response to a growing focus on inclusivity in digital games culture, both in mainstream journalism and academia, a range of collaborators have organized for change in this domain under the umbrella of “feminists in games” (FIG). This article explores how moments of tension between women, groups, and communities self-identifying as FIG can productively be understood not solely through rigid conceptualizations of feminist “waves” but also throug…

  • Levelling Up

    Open Access•Jennifer Jenson, Suzanne De Castell et al.•ARTICLE•Journal of Virtual Worlds Research•2017

    In this paper, we present a study of 182 youths (ages 9 - 17) playing a closed-system Massively Multiplayer Online Game (MMOG), Guardian Academy. Its purpose was to investigate the online virtual world behaviours of youth under the age of 18 playing in an educational setting. We report on a mixed-methods study of minor players in situ across eight socioeconomically diversified educational communities, focused on characteristics, patterns, and tra…

  • Precarity, agency and trust

    Open Access•Anna Deal, Maha Salloum et al.•ARTICLE•SSM - Qualitative Research in…•2025

    Background: Individuals living in initial asylum accommodation are at increased risk of vaccine-preventable disease, yet confidence in vaccination may be low in these settings. Our aim was to understand the influence of experiences within the UK asylum system on vaccine confidence and decision-making from a sociological perspective. Methods: In-depth semi-structured interviews were carried out on views and experiences around vaccination (09/2020-…

  • Situating and sustaining feminist action

    Alison Harvey, Erika Chung et al.•ARTICLE•Feminist Media Studies•2025•References: 13

Political science (5 works) · Sociology (5 works) · Digital Games and Media (4 works) · Gender, Feminism, and Media (3 works) · Impact of Technology on Adolescents (3 works) · Public relations (3 works) · Action (physics (2 works) · Cultural Industries and Urban Development (2 works) · Feminism (2 works) · Gender Studies (2 works)

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