investiGaming - Research Findings on Gender and Games

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investiGaming is a publication of the Serious Game Design group in the Department of Telecommunication, Information Studies, and Media at Michigan State University, 2007

This gateway is partially supported by grant supported by grant 0631771 from the National Science Foundation.

The opinions expressed are those of the authors and do not represent Michigan State University or the National Science Foundation.

All Entries

(in reverse alphabetical order by title)
Page 1 of 6 pages  1 2 3 >  Last »

Zero to Six: Electronic Media in the Lives of Infants, Toddlers and Preschoolers.
Rideout, Victoria, Vandewater, Elizabeth, and Wartella, Ellen (2003).
A Kaiser Family Foundation Report, http://www.kff.org/entmedia/3378.cfm.

Keywords:

gaming television preschoolers toddlers infants media

Full Text URL: Yes | Abstract: Yes | Implications: Yes | Highlights: Yes

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Youth, Gender and Video Games: power and control in the home.
McNamee, Sarah (1998).
Cool Places: Geographies of Youth Cultures by Tracey Skelton, Gill (.

Keywords:

gender, computerss, console games, girls, boys, access, competition, social, study

Full Text URL: No | Abstract: Yes | Implications: No | Highlights: No

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You’re Going to Die: Gender, Performance and Digital Gameplay.
de Castell, S.& Jenson, J. (2006).
Proceeding (528) Computers and Advanced Technology in Education - http://www.actapress.com/Abstract.aspx?paperId=28536.

Keywords:

education, gender, gaming, games, computers, learning, stereotypes, technology, culture, characters

Full Text URL: Yes | Abstract: Yes | Implications: No | Highlights: No

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You Shoot Like A Girl!: The Female Protagonist in Action-Adventure Video Games.
Grimes Sara M. (2003).
DIGRA conference 2003 (http://www.digra.org/dl/).

Keywords:

video games, gender roles, audience identification, representation, heroines, avatar, character, player type, playstyle, action game, stereotypes, study

Full Text URL: Yes | Abstract: Yes | Implications: No | Highlights: No

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Women, video gaming, & learning: Beyond stereotypes.
Hayes, Elisabeth (2005).
TechTrends, 49(5), 23-28.

Keywords:

gender, games, playstyle, women, girls, industry, education, implication, case study

Full Text URL: Yes | Abstract: Yes | Implications: Yes | Highlights: No

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Women’s ways of knowing: The development of self, voice, and mind.
Belenky, M. F. (1986).
New York: Basic Books.

Keywords:

identity, gender, women, higher education, learning

Full Text URL: Yes | Abstract: Yes | Implications: No | Highlights: No

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Women Lose Ground in IT, Computer Science.
National Center for Women & Information (2007).
National Center for Women & Information.

Keywords:

IT, computer science, gender, college, university, learning, middle school, high school, girls, women, report, jobs

Full Text URL: Yes | Abstract: Yes | Implications: No | Highlights: Yes

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Women in Games: The Gamasutra 20.
Ruberg, Bonnie (2008).
Gamasutra, May 21 .

Keywords:

workforce

Full Text URL: Yes | Abstract: Yes | Implications: No | Highlights: No

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Women and Minorities in High-Tech Careers..
Brown, B.L. (2001).
Education Resources Information Center (ERIC).

Keywords:

technology, career, women, minorities

Full Text URL: Yes | Abstract: Yes | Implications: No | Highlights: No

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Women and information technology: By the numbers.
National Center for Women and Information Technology (2005).
Washington, DC.

Keywords: No keywords yet

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Women and games: technologies of the gendered self.
Royse , Pam, Joon Lee , Baasanjav Undrahbuyan , Mark Hopson , Mia Consalvo (2007).
New Media & Society, Vol. 9, No. 4, 555-576.

Keywords:

games Foucault gender identity play technology video_games women power_gamers non-gamers competition

Full Text URL: Yes | Abstract: Yes | Implications: No | Highlights: No

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Why Do Women Leave IT?.
Cone, Edward (2007).
CIO Insight.

Keywords:

IT, gender, job opportunity, technology

Full Text URL: Yes | Abstract: Yes | Implications: No | Highlights: No

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Who’s wired and who’s not: Children’s access to and use of computer technology.
Becker, H.J. (2000).
Children and Computer Technology, 10(2 ), 44-75.

Keywords:

access, computers, computer games, survey, classroom, girls, boys, middle school, elementary school, tweens,

Full Text URL: Yes | Abstract: Yes | Implications: No | Highlights: Yes

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Where are the women in information technology?.
Ramsey, N. & McCorduck, P. (2005).
National Center for Women & Information Technology, Boulder, CO.

Keywords: No keywords yet

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What Is It About Girls and IT?.
Twentyman, Jessica (2008).
Financial Times Digital Business (05/14/08).

Keywords:

IT, programming, workforce

Full Text URL: Yes | Abstract: Yes | Implications: No | Highlights: No

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What Do Girls Want? What Games Made By Girls Can Tell Us.
Denner, Jill and Campe, Shannon (2008).
to appear in Beyond Barbie and Mortal Kombat: New Perspectives on Gender, Gaming, and Computing, edited by Yasmin Kafai, Carrie Heeter, Jill Denner, Jen Sun, MIT Press.

Keywords:

gender, games, girls

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We have never forgetful flowers in our garden: Girls’ responses to electronic games.
Inkpen, K., Upitis, R., Klawe, M., Lawry, J., Anderson, A., Ndunda, M., et al. (1994).
Journal of Computers in Math and Science Teaching, 13(4), 383-403; http://citeseer.ist.psu.edu/189256.html.

Keywords:

gender, girls, playstyle, social, experiment, games, motivation, computer games, console games

Full Text URL: Yes | Abstract: Yes | Implications: No | Highlights: No

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Voices from the Combat Zone: Game Grrlz Talk Back.
Jenkins, Henry (1998).
In From Barbie to Mortal Kombat: Gender and Computer Games, Justine Cassell and Henry Jenkins, Eds., MIT Press http://web.mit.edu/cms/People/henry3/gamegrrlz.html.

Keywords:

girls, gender, games, gaming, FPS, consoles, action, violence, women

Full Text URL: No | Abstract: Yes | Implications: No | Highlights: No

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Videogames of the Oppressed: Critical Thinking, Education, Tolerance, and Other Trivial Issues.
Frasca, G. (2004).
in First Person: New Media as Story, Performance, and Game. P. Harrington & N. Wardrip-Fruin (Eds.) Cambridge: MIT Press.

Keywords:

thesis, games, content,

Full Text URL: Yes | Abstract: Yes | Implications: No | Highlights: No

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Video Games: Research to improve understanding of what players enjoy about video games, and to explain their preferences for particular games.
Dawson, C. R., A. Cragg, Taylor, C. and Toombs, B. (2007).
British Board of Film Classificatin (BBFC) .

Keywords:

games, gender, preferences, player type, playstyle, implication

Full Text URL: Yes | Abstract: Yes | Implications: Yes | Highlights: Yes

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Video Games as Technologies of Gender: Analyzing Final Fantasy Forums.
Yosmeer, Mirjam, Jansz, Joreon, and Yan Zoonen, Liebet (2006).
International Communication Association Conference, Germany.

Keywords:

gender, games, technology, identity, culture, masculine, RPG

Full Text URL: No | Abstract: Yes | Implications: No | Highlights: No

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Video games are from Mars, not Venus: Gender, electronic game play and attitudes toward the medium.
Ivory, J. D., & Wilkerson, H. (2002).
Paper presented to the Commission on the Status of Women at the Annual Convention of the Association for Education in Journalism and Mass Communication; http://www.aejmc.org/_events/convention/abstracts/2002/csw.php.

Keywords: No keywords yet

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Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.
Anderson, Craig and Karen Dill (2000).
Journal of Personality and Social Psychology. Apr Vol 78(4) 772-790.

Keywords:

Violence,aggression,criminal behavior, implication

Full Text URL: Yes | Abstract: Yes | Implications: Yes | Highlights: No

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Video games activate reward regions of brain in men more than women, Stanford study finds.
Hoeft, Fumiko, Christa L. Watson, Shelli R. Kesler, Keith E. Bettinger and Allan L. Reiss (2008).
Journal of Psychiatric Research.

Keywords:

brain_research, rewards, males, females addiction

Full Text URL: Yes | Abstract: Yes | Implications: Yes | Highlights: No

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Video game designs by girls and boys: variability and consistency of gender differences.
Kafai, Yasmin (1998).
From Barbie to Mortal Kombat: Gender and Computer Games, Justine Cassell and Henry Jenkins, Eds., MIT Press, Pages: 90-114.

Keywords: No keywords yet

Full Text URL: No | Abstract: No | Implications: No | Highlights: No

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Video and computer games in the 90s: children’s time commitment and game preference.
Buchman, D.D., & Funk, J.B. (1996).
Children Today, 24, 12-15.

Keywords:

games, time, gender, violence, children

Full Text URL: No | Abstract: Yes | Implications: No | Highlights: No

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Values at play: design tradeoffs in socially-oriented game design.
Flanagan, Mary, Howe, Daniel, and Nissenbaum, Helen (2005).
Conference on Human Factors in Computing Systems, Proceedings of the SIGCHI conference on Human factors in computing systems.

Keywords:

HCI, human factors, design, game design, technology, technology design

Full Text URL: Yes | Abstract: Yes | Implications: No | Highlights: No

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Using Storytelling to Introduce Girls to Computer Programming.
Kelleher, Caitlin (2008).
to appear in Beyond Barbie and Mortal Kombat: New Perspectives on Gender, Gaming, and Computing, edited by Yasmin Kafai, Carrie Heeter, Jill Denner, Jen Sun, MIT Press.

Keywords: No keywords yet

Full Text URL: No | Abstract: Yes | Implications: No | Highlights: No

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Using Gender Schema Theory to Examine Gender Equity in Computing: A Preliminary Study.
Agosto, Denise (2004).
Journal of Women and Minorities in Science and Engineering, vol. 10:1, 18.

Keywords:

gender, computers

Full Text URL: Yes | Abstract: Yes | Implications: No | Highlights: No

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Unlocking the clubhouse: Women in computing.
Margolis, J. & Fisher, A. (2002).
Boston: The MIT Press.

Keywords:

education, IT, girls, computers, elementary school, college, university, CS, middle school, women

Full Text URL: Yes | Abstract: Yes | Implications: No | Highlights: No

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United States: In video games, black women are victims, Latinas don’t exist.
Douglas, C. A., Dragiewicz, M., Manzano, A., & McMullin, V. (2002).
Off Our Backs, 32 (3/4), 6.

Keywords:

ethnicity, characters, avatars, gender

Full Text URL: Yes | Abstract: Yes | Implications: No | Highlights: No

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Un/Realistically Embodied: The Gendered Conceptions of Realistic Game Design.
John, Sara (2006).
Gender and Interaction: Real and Virtual Women in a male world (http://www.informatics.manchester.ac.uk/~antonella/gender/index.htm).

Keywords:

gender, game design, avatars, implications, case study, stereotype

Full Text URL: Yes | Abstract: Yes | Implications: Yes | Highlights: No

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Troubling ‘Games for Girls’: Notes from the Edge of Game Design.
Flanagan, Mary (2005).
Proceedings from DiGRA 2005, 16-20 June, Vancouver, BC, Canada http://www.digra.org:8080/Plone/dl/db/06278.14520.pdf.

Keywords:

game design, gender, middle school, implication, activism, human factors, pedagogy, social issues, adults, women, girls, gender equity, teaching, playstyles, reward systems

Full Text URL: Yes | Abstract: Yes | Implications: Yes | Highlights: No

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Trends in Educational Equity of Girls and Women.
Bae, Y., Choy, S., Geddes, C., Sable, J., and Snyder, T. (2000).
National Center for Education Statistics, U. S. Department of Education, NCES 2000-030.

Keywords:

computers, employment, higher education, education, girls, boys, women, survey, jobs, STEM, science, technology, math

Full Text URL: Yes | Abstract: Yes | Implications: No | Highlights: No

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Trends in Educational Equity of Girls & Women: 2004.
Catherine Freeman (2004).
National Center for Education Statistics, U. S. Department of Education.

Keywords:

computers, employment, higher education, education, girls, boys, women, survey, jobs, STEM, science, technology, math, violence

Full Text URL: Yes | Abstract: Yes | Implications: No | Highlights: No

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Toward Gender Equity in the Classroom: Everyday Teachers’ Beliefs and Practices.
Streitmatter, J. (1994).
SUNY Press.

Keywords: No keywords yet

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Theories meet realities: Designing a learning game for girls.
Heeter, C., B. Winn, and D. Greene (2005).
Conference Proceedings of the DUX (Designing the User eXperience) conference, San Francisco, November. .

Keywords:

children, content, games, gender, learning, playtesting, user experience, research, case study, implications

Full Text URL: Yes | Abstract: Yes | Implications: No | Highlights: No

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The Utopian Entrepreneur.
Laurel, Brenda (2001).
Cambridge: MIT Press.

Keywords:

girls, industry, marketing, business, games, computers

Full Text URL: Yes | Abstract: Yes | Implications: No | Highlights: No

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The Ten Emerging Truths: New Directions for Girls 11-17: Executive Summary.
Girl Scouts of the USA (2003).
New York, NY: Girls Scouts of the USA.

Keywords:

girls, high school, middle school, identity, culture, teens, gender

Full Text URL: Yes | Abstract: Yes | Implications: No | Highlights: No

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The Socialization of Females with Regard to a Technology-Related Career: Recommendations for Change.
Smith, Lola B. (2000).
Meridian: A Middle School Computer Technologies Journal, v3 n2 Sum 2000.

Keywords: No keywords yet

Full Text URL: Yes | Abstract: Yes | Implications: No | Highlights: No

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The sex→aggression link: A perception-behavior dissociation.
Mussweiler, Thomas and Jens Förster (2000).
Journal of Personality and Social Psychology. Vol 79(4), Oct 2000, pp. 507-520.

Keywords:

sex, aggression, priming, violence, implication, hypersexuality

Full Text URL: Yes | Abstract: Yes | Implications: Yes | Highlights: Yes

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The role of gender in the design of electronic learning environments for children.
Bennett, D., & Brunner, C. (2000).
Tech Learning’s Well-connected EducatorJournal, 21.

Keywords:

learning, children, design, stereotypes

Full Text URL: Yes | Abstract: Yes | Implications: No | Highlights: No

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The relationship between computer-game preference, gender, and mental-rotation ability.
Quaiser-Pohl, Claudia, Geiser, Christian, and Lehmann,Wolfgang (2005).
Personality and Individual Differences http://www2.uni-siegen.de/~fb02poh/files/WS%2005-06/PDF/PAIDII.pdf.

Keywords: No keywords yet

Full Text URL: Yes | Abstract: Yes | Implications: Yes | Highlights: No

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The Psychology of Massively Multi-User Online Role-Playing Games: Motivations, Emotional Investment, Relationships and Problematic Usage.
Yee, Nicholas (2006).
In R. Schroeder & A. Axelsson (Eds.), Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments (pp. 187-207). London: Springer-Verlag.

Keywords:

gaming, games, computers, industry, marketing, gender, girls, boys, stereotypes, motivation, competition, emotion, MMO, RPG, avatars, playstyles, player types, teams, social, survey

Full Text URL: Yes | Abstract: Yes | Implications: Yes | Highlights: No

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The Non-sense of Women in Neverwinter Nights.
Corneliussen, H. and Mortensen, T. (2006).
Women in Games. Conference Proceedings 2006, University of Abertay Press. ISBN 189979618-5. .

Keywords:

gender, avatars, depiction,

Full Text URL: Yes | Abstract: Yes | Implications: No | Highlights: No

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The non-neutrality of educational computer software.
Biraimah, K. (1993).
Computers and Education, 20(4), 283–290.

Keywords:

education, computers, gender, ethnicity

Full Text URL: No | Abstract: Yes | Implications: No | Highlights: No

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The neuter computer: Computers for girls and boys.
Sanders, J., & Stone, A. (1986).
New York: Neal-Schuman.

Keywords:

gender equity

Full Text URL: No | Abstract: No | Implications: No | Highlights: No

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The influence of the avatar on online perceptions of anthropomorphism, androgyny, credibility, homophily, and attraction.
Nowak, K. L., and Rauh, C. (2005).
Journal of Computer-Mediated Communication, 11(1), article 8.

Keywords:

implications, avatar, androgyny, anthropomorphism, attraction, credibility, homophily, masculine, feminine, gender, college, students, study

Full Text URL: Yes | Abstract: Yes | Implications: Yes | Highlights: No

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The impact of home computer use on children’s activities and development.
Subrahmanyam, K., Kraut, R., Greenfield, P.M. and Gross, E. (2000).
The future of children: Children and computer technology, Vol 10, Issue 2, pp 123-144, http://www.futureofchildren.org/usr_doc/vol10no2Art6.pdf.

Keywords:

congntive development, children, learning, implications

Full Text URL: Yes | Abstract: Yes | Implications: No | Highlights: No

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The Hegemony of Play.
Fron Janine, Fullerton Tracy, Morie Jacquelyn Ford, Pearce Celia (2007).
DIGRA conference 2007 (http://www.digra.org/dl/).

Keywords:

Games, game industry, gender, game production, game development, media production

Full Text URL: Yes | Abstract: Yes | Implications: No | Highlights: No

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