Filters








4,801 Hits in 8.5 sec

Women just want to have fun - a study of adult female players of digital games

Aphra Kerr
2003 Conference of the Digital Games Research Association  
Except for the quotation of short passages for the purpose of criticism and review, no part of this publication may be reproduced or utilized in any forms or by any means, electronic or mechanical, including  ...  ACKNOWLEDGMENTS The author would like to acknowledge IRCHSS Government of Ireland funding and comments from SIGIS researchers on the working paper from which this paper draws.  ...  games on a PC in another room. 280 GIRLS WOMEN JUST WANT TO HAVE FUN -A STUDY OF ADULT FEMALE PLAYERS OF DIGITAL GAMES For all interviewees, excluding interviewee six who was unemployed, the amount  ... 
dblp:conf/digra/Kerr03 fatcat:rgzwdqwmcvb37luksxagwh3l2e

Sex Differences and Similarities in Video Game Experience, Preferences, and Self-Efficacy: Implications for the Gaming Industry

Melissa Terlecki, Jennifer Brown, Lindsey Harner-Steciw, John Irvin-Hannum, Nora Marchetto-Ryan, Linda Ruhl, Jennifer Wiggins
2010 Current psychology (New Brunswick, N.J.)  
Although it was found that men play video games more often, have had more experience, and feel more confident in their game playing ability, a moderate female gaming population was found to exist, who  ...  National studies show that on average, 30% of children aged zero to six have played video games, while about one in six (16%) of four to six year-olds plays video games daily (9% boys and 2% girls) for  ...  Online surveys of more than 30,000 Massively Multi-user Online players showed that the majority of players are adult females who play for extended periods of time.  ... 
doi:10.1007/s12144-010-9095-5 fatcat:ooqdknnznbeaxjleeja2jrtbau

Building a Gamer: Player Preferences and Motivations Across Gender and Genre

Christine Tomlinson
2019 Conference of the Digital Games Research Association  
This study uses interviews with 54 current adult video game players and analyses of online forum discussions to better understand player experiences, motivations, and preferences.  ...  Video games have largely not been an exception to this, but more recent studies are finding that factors other than gender may be more powerful as predictors for similarity or difference among players.  ...  I would also like to thank the reviewers for their helpful recommendations for editing this paper.  ... 
dblp:conf/digra/Tomlinson19 fatcat:bsux6maivjbzvmz3uwmrqdlkmi

Women and games: technologies of the gendered self

Pam Royse, Joon Lee, Baasanjav Undrahbuyan, Mark Hopson, Mia Consalvo
2007 New Media & Society  
This study examines how individual differences in the consumption of computer games intersect with gender and how games and gender mutually constitute each other.The study focused on adult women with particular  ...  Finally, the non-gamers who participated in the study expressed strong criticisms about game-playing and gaming culture. For these women, games are a 555 new media & society  ...  Acknowledgements The authors would like to acknowledge the work of Emmanuel Adugu in the planning and conceptualization of this article.  ... 
doi:10.1177/1461444807080322 fatcat:4fvtmhxiwrbpzmg7hibaatk5ja

Beyond Virtual Carnival and Masquerade

Weihua Wu, Steve Fore, Xiying Wang, Petula Sik Ying Ho
2007 Games and Culture : A Journal of Interactive Media  
This study sheds light on Chinese youth subculture under the influence of new media and the consumer digital network in postsocialist China.  ...  , and heteronormative form of cyber marriage, by exploring the game players' gender performativity, especially the gender swapping of male gamers.  ...  (Feng, M, 23) Just want to experience a thing that we haven't experienced before. (Hua, F, 27) The reasons offered by these interviewees vary, but they have a common theme: "having fun."  ... 
doi:10.1177/1555412006296248 fatcat:yz6be62ljjemli43bucuiz62ze

Male Dominant Sport: The Challenges of Esports Female Athletes

Nur Hafizah Yusoff, Yuza Haiqal Mohd Yunus
2021 Pertanika journal of social science & humanities  
Since most of the players are male, female athletes struggle to sustain their careers. A qualitative approach was used where ten women who were actively involved in esports were interviewed.  ...  women are not suitable to play the extreme, aggressive and masculine type of online games.  ...  ACKNOWLEDGEMENT Thanks to the grant FRGS/1/2019//SS06/ UKM/02/5 for financial support toward this research.  ... 
doi:10.47836/pjssh.29.2.35 fatcat:kcdfgoic6ncmtcdnm6y6hr3uri

The Truth About Baby Boomer Gamers

Celia Pearce
2008 Games and Culture : A Journal of Interactive Media  
The study findings show that Baby Boomers comprise a vibrant video game audience, that they are devoted players, and that they have distinct needs and interests that have gone ignored by the both mainstream  ...  This independent study, including over 300 participants, combined quantitative and qualitative techniques in order paint a multi-faceted picture of the gaming lifestyles and tastes of this under-studied  ...  Acknowledgements Special Thanks for their support to: Emily Morganti and Heather Logas of Telltale Games; Becky Waxman, Jan Christoe and Marita Robinson of GameBoomers; Stefaan de Keersmaeker, aka "Father  ... 
doi:10.1177/1555412008314132 fatcat:32dqetoesrhyveoc5nquse2y44

Chivalry, subordination and courtship culture: Being a 'Woman' in online games

Jonas Linderoth, Elisabet Öhrn
2014 Journal of Gaming & Virtual Worlds  
The article explores this tension between the free choice of the female position and its fixed content in relation to assumptions of the transgressive nature of computer gaming.  ...  However, whereas individual online gender (female or male) can be chosen freely, femininity and what it is like to be a woman are represented as being rather rigid.  ...  The research was part of the Linneaus Centre for research on Learning, Interaction and Mediated Communication in Contemporary Society.  ... 
doi:10.1386/jgvw.6.1.33_1 fatcat:6r67jh22rjfc7ondirfavs53fy

Gaming, Gender, and Time: Who Makes Time to Play?

Jillian Winn, Carrie Heeter
2009 Sex Roles  
This study of 276 US undergraduate students from a large Midwestern university provides the first research evidence of a relationship between leisure time availability and how much digital games are played  ...  It was found that not only do women report having less free time than men, but their free time is available in smaller chunks, and they play digital games for shorter periods of time than men.  ...  Games that want to attract larger numbers of female players need to dramatically change game designer expectations of how long a player will or should spend in a typical play session.  ... 
doi:10.1007/s11199-009-9595-7 fatcat:na3emazl3vggfpuk4muqeliwum

Designing a Fantasy Bike-based Exergame to Foster Physical Activity

Catherine Pons Lelardeux, Michel Galaup, Fabian Hall, Pierre Lagarrigue
2020 International Journal of Serious Games  
Data were collected from an online questionnaire composed of SUS questionnaire items and a digital tracking system attached to the game-engine in order to assess the usability, the learnability and the  ...  Analysis shows that using extrinsic fantasy makes exercising fun and it engages people of all ages regardless of their interest in video games or sports.  ...  Acknowledgment The authors would like to thank the City of Albi, Marc Sabarthes, Harold Gharbi, Helene Lelardeux and Mauro Rojas Villareal for their contribution.  ... 
doi:10.17083/ijsg.v7i3.362 fatcat:2jcv2mwd2bacfcgio4tmkmigye

Digital game adaptations to attract more girls to play

Ana Luiza Do Nascimento Guercy, Lucila Ishitani
2021 iSys  
, promoting competition, and the insertion of female avatars within the games that are representative and that have physical variations in the characters, in addition to representing women as champions  ...  and not just as support for other players.  ...  Acknowledgement This study was financed in part by the Coordenac ¸ão de Aperfeic ¸oamento de Pessoal de Nível Superior -Brasil (CAPES) -Finance Code 001.  ... 
doi:10.5753/isys.2021.2134 fatcat:2nltgptuxrhanmfg6cw2tv42rm

"Not without my kitties": The old woman in casual games

Sara Mosberg Iversen
2015 International Conference on Foundations of Digital Games  
Digital games have become a mainstream medium used by players of all ages and genders.  ...  The representation of old women featured as player-characters in four casual digital games is here analyzed through a close playing.  ...  is certainly an act of resistance, but it does not enable any change for the better, only an ever increasing spiral of violence.  ... 
dblp:conf/fdg/Iversen15 fatcat:zlbblvg7yndvdm27cabqik5qeu

The Impact of Gaming on Fear of Missing Out: The Case of Bahcesehir University E-Sports Team

Ayse Demir
2022 International Education Studies  
A total of 94 e-Sports players, 9 females (9.6%) and 85 males (90.4%), participated in the research.  ...  The data were collected using a demographic information form, the Digital Game Addiction Scale, and the Fear of Missing out Scale.  ...  It may be because young adult women want to be in social media environments more and pretend to be somebody else on social media due to social perceptions, structures, and restrictions on women; therefore  ... 
doi:10.5539/ies.v15n2p130 fatcat:snstdrtpxjd6ray7mj2momaxum

Liars, Cheaters, and Short-Haired Girls: Gender Identity Denial of Young Athletes

Julie Minikel-Lacocque
2020 Women in Sport & Physical Activity Journal  
This study also calls for sport to believe youth athletes regarding their identities as well as for a re-examination of the gendered structure of youth sport.  ...  Through the lens of Critical Feminist Theory, this study examines the gender and gender-identity discrimination these young athletes have endured, the perpetrators of which are adults charged with organizing  ...  But then I think, [the kids] are a hell of a lot braver than me. So, I have nothing to be afraid of to go talk to a bunch of parents and just tell them to chill out and let the kids have fun.  ... 
doi:10.1123/wspaj.2019-0055 fatcat:tdzp4ob5vfbkvc7lafalypktom

Designing Brutal Multiplayer Video Games

Joe Marshall, Conor Linehan, Adrian Hazzard
2016 Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems - CHI '16  
only allowing players to have contact via a digital interface (e.g  ...  However, digital games rarely encourage a similar type of inter-player contact. We designed and studied two digital full-contact games.  ... 
doi:10.1145/2858036.2858080 dblp:conf/chi/MarshallLH16 fatcat:xkocwnbt5bcr7propvdszskeia
« Previous Showing results 1 — 15 out of 4,801 results