There is much cybercultural activity that does this, and some of that work is cited below. Cyberfeminism in Northern Lights: Digital Media and Gender in a Nordic Context. "Sexualizing Governance and Medicalizing Identities: The Emergence of State-Centered LGBT Health Politics in the United States." Sexualities 6.2 (2003):131-71. "Gender and New Technologies." Gender, Work and Organization 14.4 (2007): 305-311. "On Cyberfeminism and Cyberwomanism: High-Tech Mediations of Feminism's Discontents." Signs 30 (2004):1278-86.
Gender Online Special issue of electronic journal Computer-Mediated Communication (1996). Gender Inclusive Game Design: Expanding the Market.
"Review: Technofeminism." Science as Culture 14.1 (2005):97-101. "'Click Here': A Content Analysis of Internet Rape Sites." Gender and Society 16.5 (2002): 689-709 Graner-Ray, Sheri.
The virtual, non-realistic nature of new media allow for a plasticity of representation that may lend itself to the exaggeration on which stereotyping thrives. ) Women: The Visual Rhetoric of Images of Cyborg (and Cyber) Bodies on the World Wide Web." Cyber Psychology and Behavior 3.5 (2000): 835-845. "The Ana Sanctuary: Women's Pro-anorexia Narratives in Cyberspace." Journal of International Women's Studies 4.2 (2003):1-31. Real Genders Choose Fantasy Characters: Class Choice in the World of Warcraft.
Where media activist and watchdog groups have done much to improve gender representation in traditional media (TV, film, etc.), though there is clearly much to improve, new media have frequently fallen back on stereotypes and representations that should have fallen into the dustbin of history (for example, e-games riddled with anatomically impossible cyberbabes).
Lead article in the First Monday special issue on Digital Gender, April 2015 Balsamo, Anne.