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, 2007-2009

This gateway is partially 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)
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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.

Synopsis:

A national study of more than 1,000 parents of children ages six months through six years were studied in order to help understand the implications that the explosion of electronic media marketed directly at this age group has had on young people’s lives.

Keywords:

report, children, preschool, television viewership, computer skills, parents and gaming

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


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

Synopsis:

Cool Places brings together the latest thinking within social, cultural and feminist studies to focus upon the complexities of youth cultures and their spatial representations and interactions.

Keywords:

book, case study, family dynamics, gaming social context

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


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.

Synopsis:

Reports on findings from a three-year, Canadian federally funded research project entitled “Education, Gender and Gaming” that examined why far more boys than girls play video games. 

Keywords:

case study, conference, Canada, gender stereotypes, gaming culture, educational games, learning outcome

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


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:

conference, action games, rpg, avatars, sexuality, gender stereotypes, npcs

ABSTRACT ONLINE | LINKED TO FULL TEXT

[More...]


Xbox Director Laura Fryer Tackles Gaming’s Toughest Issues; Talks About Her Role in the Women’s Game Conference.
Bedigian, Louis (2004).
http://www.gamezone.com/.

Synopsis:

An interview with Laura Fryer, Director of the Xbox Advanced Technology Group.

Keywords:

industry, media-press, interview, storytelling, game industry

ABSTRACT ONLINE | LINKED TO FULL TEXT

[More...]


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

Synopsis:

Explores Men’s and Women’s preferences regarding games and gives design advice about creating educational games for women.

Keywords:

case study, journal, gender stereotypes, player types, self efficacy, empowerment, learning, computer skills

ABSTRACT ONLINE | LINKED TO FULL TEXT

[More...]


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

Synopsis:

135 interviews with women were analyzed in order to categorize, “Women’s way of knowing” into five learning perspectives: silence, received knowledge, subjective knowers, procedural knowers, and constructed knowing.  Then, traditional teaching methods were compared with these learning perspectives.

Keywords:

book, learning process, case study,

ABSTRACT ONLINE | LINKED TO FULL TEXT

[More...]


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

Synopsis:

Data on girls and women in computer science and IT from kindergarten to the workplace (academic and industry).

Keywords:

IT careers, report,

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


Women left on sidelines in video game revolution.
Pham, Alex (2008).
Los Angeles Times.

Synopsis:

Explores women’s roles in the game industry, why they are underrepresented, and ways to increase their participation in the industry. 

Keywords:

media-press, report, game industry, workforce,

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


Women in Gaming – More Than Meets the Eye.
Bedigian, Louis (2004).
http://www.gamezone.com/.

Synopsis:

A website providing biographies of and interviews with the most important figures in the gaming industry including: Sheri Graner Ray, Ellen Beeman, Laura Fryer, Mia Consalvo, Kathy Schoback, Mary-Margaret.com, Constance A. Steinkuehler, and Celia Pearce.

Keywords:

industry, media-press, interview,

ABSTRACT ONLINE | LINKED TO FULL TEXT

[More...]


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

Synopsis:

The first Gamasutra list of Top 20 women working in the video game industry in 2008.

Keywords:

Industry, media-press, work force, game industry, gender equity, IT careers

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


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

Synopsis:

Explores the reasons women and minorities are underrepresented in technology-related careers and suggests strategies that schools and teachers can use in order to attract women and minorities to high-tech careers and prepare them for work.

Keywords:

IT careers, gender stereotypes, gender equity, report, classroom context

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


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

Keywords:

academia, IT careers

NO ABSTRACT

[More...]


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.

Synopsis:

Adult women at various levels of game consumption were studied in order to examine how individual differences in the consumption of computer games intersects with gender and how games and gender mutually constitute each other.

Keywords:

journal, gender identity, player types, non gamers, competition

ABSTRACT ONLINE | LINKED TO FULL TEXT

[More...]


Why People Stereotype Affects How They Stereotype: The Differential Influence of Comprehension Goals and Self-Enhancement Goals on Stereotyping.
Van Den Bos, Arne and Stapel, Diederik A. (2009).
Personality And Social Psychology Bulletin, vol. 35, no. 1, pp. 101-113, January .

Synopsis:

Studies whether a person’s motivation determines how they apply stereotypes.

Keywords:

academia,experiment,journal,stereotypes

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


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

Synopsis:

The paper observed that women are vacating technology positions at a significant rate. 

Keywords:

report, IT careers,

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


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.

Synopsis:

Two surveys were used to collect information from over 4,000 teachers and the parents of more than 23,000 children in order to analyze children’s computer use at school as well as at home.

Keywords:

journal, digital divide, children, survey,

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


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

Keywords:

IT careers

NO ABSTRACT

[More...]


Where are the Gender Differences? Male Priming Boosts Spatial Skills in Women.
Ortner, Tuulia M. and Monika Sieverding (2008).
Sex Roles Volume 59, Numbers 3-4.

Synopsis:

Using a sample of 161 men and women (mean age=31.90) from Austria, the study looks at the effect of gender stereotype activation by priming the subjects for a spatial relations test.

Keywords:

Academia, Experiment, journal article, Austria, Gender theories, spatial cognition, gender stereotypes, psychology

ABSTRACT ONLINE | HIGHLIGHTS ONLINE

[More...]


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

Synopsis:

Women are a “drastic minority” in science- and technology-related studies and the numbers are shrinking at every stage.

Keywords:

Industry, media-press, work force, programming, IT Careers, gender equity

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


What Do Girls Want? What Games Made By Girls Can Tell Us.
Denner, Jill and Campe, Shannon (2008).
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.

Synopsis:

Examines The Girls Creating Games (GCG) Program in order to determine which kinds of games girls make. 

Keywords:

book, chapter, what women want, girls designing games, game design

NO ABSTRACT | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


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.

Synopsis:

Studies how girls interact within a game environment, in the interactive science museum Science World BC during the summer of 1993.  Part of a large-scale research project aimed at increasing the number of children who enjoy learning math concepts through games.

Keywords:

journal, case study, educational games, what women want, gaming social context

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


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.

Synopsis:

A snapshot of the emerging subculture of female gamers from web pages in late 1997 and early 1998, called game girls.

Keywords:

book, chapter, Quake, pink games, gender stereotypes, editorial

ABSTRACT ONLINE | HIGHLIGHTS ONLINE

[More...]


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.

Synopsis:

Chapter explores the possibilities of non-Aristotelian game design based on the work of drama theorist Augusto Boal.

Keywords:

book, game design, civic engagement, values at play

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


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 Classification (BBFC) .

Synopsis:

An extensive, large qualitative study of British players between the ages of 7 and 40, including interviews and discussion groups with players, parents, professionals, and journalists examines gender differences related to what gamers like and patterns of use.

Keywords:

case study, report, England, game genres, casual games, Gaming Social Context, Player types, Motivations, what women want

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


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

Synopsis:

An analysis of postings that contained some sort of gender-performance from online forums concerning the RPG Final Fantasy X-2.

Keywords:

conference, case study, gaming culture, gaming social context, internet use, feminine, masculine, Final Fantasy X-2, fandom

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


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.

Synopsis:

Observations from a survey of college students and differences in game playing between men and women.  Also, a review and content analysis of games and publicity.

Keywords:

conference, survey, what women want,

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


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. April Vol. 78(4) 772-790.

Synopsis:

Two studies examined the relationship between aggression and the playing of violent video games.

Keywords:

journal, psychology, aggression, violence, case study,

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


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.

Synopsis:

22 young adults (11 men and 11 women) played numerous 24-second intervals of a game while a functional magnetic resonance imaging, or fMRI, machine measured which parts of their brains were active during game play.

Keywords:

journal, brain research, motivations, survey,

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


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.

Synopsis:

To examine the context dependency of gender differences in students’ game designs, data sets from two different fourth-grade game design projects were analyzed.

Keywords:

book, chapter, girls designing games, game design

NO ABSTRACT | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


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.

Synopsis:

The study examined the game-playing habits of 900 children.

Keywords:

journal, children, violence, what women want, what men want

ABSTRACT ONLINE | HIGHLIGHTS ONLINE

[More...]


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.

Synopsis:

The project, RAPUNSEL, is presented as a case study of game design in a values-rich context.  Initial steps toward a systematic methodology for discovery, analysis, and integration of values in technology design are described.

Keywords:

conference, game design, case study, values at play,

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


Values at Play.
Flanagan, Mary and Nissenbaum, Helen (2008).
http://valuesatplay.org/ (video).

Synopsis:

Video (and web site) describe the Values at Play project which is intended to encourage game designers to incorporate human values into games.

Keywords:

game design, values at play, video, interview

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


Using Storytelling to Introduce Girls to Computer Programming Describe a case study in designing a computer .
Kelleher, Caitlin (2008).
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.

Synopsis:

Describe a case study in designing a computer programming system targeted towards middle school girls that presents computer programming as a means to the end of telling 3D animated stories.

Keywords:

book, chapter, IT careers, what women want, storytelling, programming, middle school

ABSTRACT ONLINE | LINKED TO FULL TEXT

[More...]


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.

Synopsis:

The study looked at preferences for website design versus content of eleven 14- and 15-year olds.

Keywords:

journal, case study, gender theories, computer skills, middle school, gender equity

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


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

Synopsis:

The book examined many influences contributing to the gender gap in computing through interviews with 100 male and female computer science students at Carnegie Mellon University over four years.

Keywords:

book, IT careers, internet use, programming, gaming social context

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


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:

editorial, journal, ethnicity, NPCs, avatars,

ABSTRACT ONLINE | LINKED TO FULL TEXT

[More...]


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).

Synopsis:

A team developing computer games was studied for insight into their decisions, especially concerning gender and the creation of avatars.

Keywords:

case study, conference, gender stereotypes, avatars, NPCs, game industry, sexuality, game design, England

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


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.

Synopsis:

Description of the informal work with design partners when developing a the research project, RAPUNSEL, a game to teach girls programming.

Keywords:

conference, middle school, what women want, game design

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


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.

Synopsis:

Statistical measures of whether males and females have access to the same educational opportunities.

Keywords:

report, gender equity,

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


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

Synopsis:

Statistical measures of whether males and females have access to the same educational opportunities, updating the report in 2000.

Keywords:

report, gender equity,

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


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

Synopsis:

Presents various aspects and considerations of gender equity in classroom teaching through conversations with and observations of eight teachers. 

Keywords:

book, academia, gender equity, case study, gender stereotypes, classroom

ABSTRACT ONLINE | HIGHLIGHTS ONLINE

[More...]


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. .

Synopsis:

Case study illustrates a multidisciplinary team’s process of designing a learning game, “Life Preservers,” intended to have strong fun , science, and pedagogy AND to appeal to girls.

Keywords:

case study, conference, educational games, game design, learning, non gamers

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


The virtual census: representations of gender, race and age in video games.
Williams, Dmitri, Martins, Nicole, Consalvo, Mia and Ivory, James (2009).
New Media & Society, Vol. 11, No. 5, 815-834.

Synopsis:

Content analysis of the characters in 150 games looked at representation of gender, race, and age.

Keywords:

journal, academia, npcs, ethnicity

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


The virtual battle of the sexes.
Osborne, Tamsin (2008).
BBC News, December 23.

Synopsis:

Examines gender differences in more than 2,400 EverQuest II players, using survey and in-game data from Sony Online Entertainment.

Keywords:

academia, industry, survey, play data, media-press, player demographics, genre MMO, gaming social context, motivations, sexuality

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


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

Synopsis:

A book about entrepreneur Brenda Laurel’s game industry experiences with her company, Purple Moon, a series of computer games for girls.

Keywords:

book, game industry, what women want, game design, pink games, gender stereotypes

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


The uses of digital enchantment: Computer games as the new fairy tales.
Morie, Jacquelyn Ford and Celia Pearce (2008).
Presented at the Vienna Games Conference: The Future of Reality and Gaming, October..

Synopsis:

The authors argue that games fulfill a similar and vital role as fairytales in providing today’s children a sense of ritual and power in their own hero’s journey from child to adulthood. 

Keywords:

academia, conference, editorial, storytelling

ABSTRACT ONLINE

[More...]


The Truth About Baby Boomer Gamers.
Pearce, Celia (2008).
Games and Culture Vol. 3, No. 2, 142-174.

Synopsis:

A study conducted by the child research organization “Children Now” analyzed the gender and racial representations of human characters in top-selling video games.

Keywords:

academia, journal, case study, seniors, player types, gaming social context, adult older

ABSTRACT ONLINE | HIGHLIGHTS ONLINE

[More...]


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.

Synopsis:

Through surveys and personal interviews, girls’ hopes, dreams, fears, interests, self-images, and visions for an ideal program designed “by and for them” are explored.  Implications are made for adults working with preteen and teenage girls in the Girl Scout program settings.

Keywords:

report, learning, what women want, gender identity

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


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.

Synopsis:

Twelve women in technology careers were interviewed about their experiences and observed, to determine what motivated them to enter the careers.

Keywords:

journal, it careers, case study, family dynamics, parents and gaming

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


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