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 6 of 6 pages « First  <  4 5 6

Computational reticence: why women fear the intimate machine.
Turkle, Sherry (1988).
Technology and women’s voices: Keeping in touch, Routledge & Paul Kegan (New York and London), pp 41-61.

Keywords: No keywords yet

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

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Computational reticence: why women fear the intimate machine.
Turkle, S (1998).
In C. Kramare (Ed.), Technology and women’s voices: Keeping in touch (pp. 41-61). New York & London: Routledge & Kegan Paul.

Keywords: No keywords yet

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

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Complete Freedom of Movement: Video games as gendered play spaces.
Jenkins, Henry (1998).
In From Barbie to Mortal Kombat: Gender and Computer Games, Justine Cassell and Henry Jenkins, Eds., MIT Press.

Keywords:

implications, gender, playstyle, games, gaming, player type, boys, girls, motivation, spatial ability, study,

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

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College Students' Video Game Participation and Perceptions: Gender Differences and Implications.
Shirley Matile Ogletree, Ryan Drake (2007).
Sex Roles Vol. 56, No. 7-8: 537.

Keywords:

college, university, implications, gender, video games, games, content, aggression

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

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Closing the Gender Gap by Training using Action Video Games.
Feng, J. and Spence, I. (2006).
from Proceedings (525) Education and Technology, http://www.actapress.com/PaperInfo.aspx?PaperID=27545 ACTA Press.

Keywords:

gender, IT, technology, jobs, women, cognitive, ICT, action games, games

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

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Closing of the gender gap in technology enriched science education: a case study.
Mayer-Smith, Jolie, Pedretti, Erminia, and Woodrow, Janice (2000).
Computers & Education, v.35 n.1, p.51-63, Aug.2000, http://www.sciencedirect.com/science?_ob=ArticleURL&_udi=B6VCJ-408C9J2-4&_user=10&_coverDate=08%2F01%2F2000&_rdoc=1&_fmt=&_orig=search&_sort=d&view=c&_acct=C000050221&_version=1&_urlVersion=0&_userid=10&md5=83a8847e52b5441e0688c3687ea8f2c8.

Keywords: No keywords yet

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Children, Gender, Video Games: Towards a Relational Approach to Multimedia.
Walkerdine, Valerie. (2007).
Palgrave Macmillan; First Edition.

Keywords:

young_children video_games multimedia violence parents

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

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Children’s perceptions of gender differences in social approval for playing electronic games.
Funk, J. B., & Buchman, D. D. (1996).
Sex Roles, 35(3/4), 219-231.

Keywords:

gender, games, social

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

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Children’s use of geometric information in mapping tasks.
Vasilyeva, Marina, & Bowers, Edmond (2006).
Journal of Experimental Child Psychology, 95, 255-277 .

Keywords:

education, gender, girls, toddlers, learning, spatial ability, cognition, levels, instructions, experiment

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

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Children’s reasoning regarding sex-typed toy choices.
Eisenberg, N., Murray, E., & Hite, T. (1982).
Child Development, 53, 81-86.

Keywords:

gender, identity, toddlers, stereotypes, play

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

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Children and video games: The Henry J. Kaiser Family Foundation.
The Henry J. Kaiser Family Foundation (2002).
Kaiser Family Foundation (http://www.kff.org/).

Keywords:

survey, children, tweens, teens, girls, boys, gender, ethnicity, race, violence, education, spatial ability

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

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Child segregation in childhood.
Maccoby, E. & Jacklin, C. (1987).
Advances Child Development Behavior, 20, 239-287.

Keywords: No keywords yet

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CHICKS and JOYSTICKS: an exploration of women and gaming.
Aleks Krotoski (2004).
The Entertainment and Leisure Software Publishers Association.

Keywords:

women, playstyle, industry, games, console games, characters, avatars, violence, sexuality, stereotypes, marketing

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

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Chess for girls? Feminism and computer games.
Cassell, Justine and Jenkins, Henry (1998).
In From Barbie to Mortal Kombat: Gender and Computer Games, Justine Cassell and Henry Jenkins, Eds., MIT Press, pp 2-45 http://www.media.mit.edu/gnl/publications/gg_introduction.pdf.

Keywords:

implications, feminism, women, girls, boys, men, girl games, business, studies, research, opinion, gender, gender gap , pink games

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

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Characteristics of boys’ and girls’ toys.
Blakemore, J. E. O., & Centers, R. E. (2005).
Sex Roles, 53, 619-633.

Keywords:

gender, games, toys, girls, boys, stereotypes, cognition, emotion, playstyle, implication

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

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Bridging the Video Game Gap: Relating Games, Players, and Their Motivations.
Bijvank, Marije, Konijn, Elly, and Bushman, Brad (2007).
International Communication Association Conference, San Francisco, http://convention2.allacademic.com/one/ica/ica07/index.php?click_key=1&cmd=Multi+Search+Search+Load+Publication&publication_id=168491&PHPSESSID=eb50e453250e192c2c235b33d78df964.

Keywords:

games, motivation, player type, survey, boys, girls, middle school, high school, violence

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

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Bridging the digital divide by co-creating a collaborative computer science classroom.
Kirk, Mary and Zander, Carol (2002).
Journal of Computing Sciences in Colleges, Volume 18 , Issue 2 (December 2002) Pages: 117 - 125, http://portal.acm.org/citation.cfm?id=771340&dl=GUIDE&coll=GUIDE&CFID=1799833&CFTOKEN=74272544.

Keywords: No keywords yet

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Brain Imaging Reveals Gender Differences In How Individuals Cope Under Stress.
Wang, Jiongjiong, Marc Korczykowski,, Hengyi Rao, Yong Fan, John Pluta, Ruben C. Gur, Bruce S. McEwen and John A. Detre (2007).
Social Cognitive and Affective Neuroscience 2(3):227-239; doi:10.1093/scan/nsm018 .

Keywords:

brain_research stress challenge time_pressure gender_differences

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

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Boyhood Spaces: Play and Social Navigation through Video Games.
Dixon, shanly and Simon, Bart (2005).
DIGRA conference.

Keywords:

boys, games, social, playstyle, console games, emotion, experiment

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

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Bonding Through Gossip? The Effect of Gossip on Levels of Cooperation in Social Dilemma Games.
De Backer, Charlotte, Larson, Christina, and Cosmides, Leda (2007).
International Communication Association Conference, San Francisco.

Keywords:

social, games, gender, girls

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

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Body, Space and Gendered Gaming Experiences: A Cultural Geography of Homes, Dormitories and Cybercafes.
Lin, Holin (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:

MMO, cyber cafe, adolescents, Taiwan, siblings, dorms, barriers

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

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Blue Group Boys Play Incredible Machine, Girls Play Hopscotch Social Discourse and Gendered Play at the Computer.
Orr Vered, Karen (1998).
Chapter in Digital Divisions: Youth Cultur in the Age of Multimedia ed. J. Sefton-Green (London: UCL Press).

Keywords:

elementary school, learning, computers, playstyle, girls, boys, social, stereotypes, gender, implications

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

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Bias Literacy: Review of concepts in research on discrimination.
Sevo, Ruta and Daryl Chubin (2008).
Febrary.

Keywords:

workforce, gender_schema, stereotypes, gender_equity

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

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Beyond Virtual Carnival and Masquerade: In-Game Marriage on the Chinese Internet.
Wu, Weihua (2007).
Games and Culture, Vol. 2, No. 1, 59-89.

Keywords:

cyber marriage, MMO, gender swapping, youth subculture, computer-mediated communication, implication

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

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Beyond Sp34king L33t: How ‘Net Gladiators Discursively Construct Gendered Identity.
Alix, Avery (2006).
International Communication Association, Dresden International Congress Centre, Dresden, Germany, http://www.allacademic.com/meta/p92748_index.html.

Keywords:

gender, identity, games, culture, online relationships, interaction, masculine, feminine, characters, violence, social

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

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Better game characters by design: Gender.
Isbister, K. (2006).
Better Game Characters by Design, pp 107-133, San Francisco, CA: Morgan Kaufmann. .

Keywords:

gender, characters, avatars, stereotypes

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

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Becoming a Player: Networks, Structure and Imagined Futures.
Taylor, T. L. (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:

opinion, women, motivation, playstyle, social, consoles, MMO, emotion, gender, stereotypes, marketing, player type, implications

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

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Attracting women to the CS major.
Tillberg, H. K. & Cohoon, J. M. (2005).
Frontiers: A Journal of Women Studies, 26(1), 126-140.

Keywords: No keywords yet

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Are Boy Games Necessary?.
Lazzaro, Nicole (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, 2008 .

Keywords: No keywords yet

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

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An investigation into gender bias in educational software used in English primary schools.
Bradshaw, J., Clegg, S., & Trayhurn D. (1995).
Gender and Education, 7(2), 167–175.

Keywords:

implication, schools, stereotypes, androgeny, gender-neutral

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

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An examination of violence and gender role portrayals in video games: Implications for gender socialization and aggressive behavior.
Deitz, T. L. (1998).
Sex Roles, 38, 425-442.

Keywords:

violence, characters, console games, stereotypes, boys, women, content, survey, opinion, implications

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

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Alice: Lessons Learning from Building a 3D System for Novices.
Conway, M., Audia, S., Burnette, T., Cosgrove, D., and Christiansen, K. (2000).
Proceedings of Conference on Human Factors in Computing Systems. ACM Press, 486-493.

Keywords:

programming, college, computers, design, human factors, HCI

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

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Accessing Space - Barriers of Entrance: Females and the Counter-Strike Universe.
Wotkowski, E. and Stuikamon, H. (2004).
MS Thesis. IT-University.

Keywords:

social construction, gender, identity, schema, Counter-Strike, computer games, social, games, gaming, Net Cafes, public space, leisure, resistance, technology

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

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A Short-Term Longitudinal Study of Internet and Computer Game Use by Adolescent Boys and Girls: Prevalence, Frequency of Use, and Psychosocial Predictors.
Willoughby, Teena. (2008).
Developmental Psychology, Vol 44(1) 195-204..

Keywords:

adolescents internet_use gaming computers gender friendship academic_achievement

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

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A Game of One’s Own: Towards a New Gendered Poetics of Digital Space.
Fullerton, Tracy, Fron, Janine and Pearce, Celia (2008).
The Fibreculture Journal, issue 11.

Keywords:

achievement, competition,feminine,game_design

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

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A Few Good Women Are Needed in Computer Gaming.
Pratt, Mary K. (2007).
Computerworld.

Keywords:

game industry, job opportunity, gender, women, workplace, implication

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

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A Female Participant-Observer’s View into How and Why Women Play Shooter Video Games.
Cantrell, Tania (2006).
International Communication Association Conference, Germany (http://www.allacademic.com/meta/p93165_index.html).

Keywords:

FPS, gender, games, player type, playstyle

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

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