investiGaming - Research Findings on Gender and Games

  • All Entries
  • Search
  • Browse Tag Cloud
  • About this Gateway
  • Submit Research
  • Contributing Editors
  • Related Links
  • RSS
  • Contact Us

NSF logo

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)
Page 8 of 8 pages « First  <  6 7 8

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.

Synopsis:

Project analyzed the content of popular video games for their presentation of gender roles and violent themes.

Keywords:

survey, journal, violence, aggression, gender stereotypes, children, gender identity

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


Alien Games: Do girls prefer games designed by girls?.
Heeter, Carrie, Egidio, Rhonda, Mishra, Punya, Winn, Brian and Winn, Jillian (2009).
Games and Culture, Vol. 4, No. 1, 74-100.

Synopsis:

A three year study , with a content analysis of games envisioned by 5th and 8th graders, followed by a survey of students in the same age range reacting to video promos representing these envisioned games.

Keywords:

academia, journal, game design, survey, experiment, children middle school, girls designing games, gender inclusive, violence, avatars, humor, npcs, storytelling, genre educational games, Halo

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


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.

Synopsis:

Presents lessons learned from developing Alice, a 3D graphics programming environment designed for undergraduates with no 3D graphics or programming experience.

Keywords:

conference, programming,

ABSTRACT ONLINE

[More...]


Adults and Video Games.
Lenhart, Amanda, Jones, Sydney, and Alexandra Rankin Macgill (2008).
Pew Interenet & American Life Project (http://www.pewinternet.org/index.asp).

Synopsis:

2,054 adults ages 18 and older, including 500 cell phone users were surveyed about their video game play.

Keywords:

academia, report, survey, adults older, adults younger, player demographics

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


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

Synopsis:

A study of the game Counter-Strike, played in internet cafes, and its accessibility to women.

Keywords:

academia, gaming culture, gaming social context, what women want, counterstrike, non gamers

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


A Structural Social Psychological View of Gender Differences in Cooperation.
Sell, Jane and Kuipers, Kathy (2009).
Sex Roles, Volume 61, Numbers 5-6, 317-324.

Synopsis:

The authors conduct a structural analysis of relevant literature.

Keywords:

Gender identity, cooperation, journal, academic

ABSTRACT ONLINE | LINKED TO FULL TEXT

[More...]


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..

Synopsis:

The prevalence, frequency, and psychosocial predictors of Internet and computer game use were assessed with 803 male and 788 female adolescents across 2 time periods, 21 months apart.  At Time 1, participants were in the 9th or 10th grade; at Time 2, they were in the 11th or 12th grade.

Keywords:

journal, psychology, academic achievement, high school, internet use,

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


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.

Synopsis:

Proposes a “new poetics” of game space in which game design is more egalitarian and games themselves draw on a wider range of spatial and cognitive models. 

Keywords:

academia, journal article, MMO, player types, motivations, pink games, what women want, game design, competition, storytelling, empowerment, femininity, the Sims

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


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

Synopsis:

Game industry professionals discuss the reasons women are underrepresented in the game industry and ways to draw women into the industry.

Keywords:

media-press, girls designing games, workforce, game industry, game design

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


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).

Synopsis:

Exploratory qualitative analysis employs a uses and gratifications approach to understand how and why women play shooter video games.

Keywords:

conference, first person shooter, gaming social context, co play, play style, motivations

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


2010 Social Gaming Research.
PopCap Games (2010).
http://www.infosolutionsgroup.com/2010_PopCap_Social_Gaming_Research_Results.pdf .

Synopsis:

PopCap Games survey of 1,202 US and UK internet users who play social games at least once a week

Keywords:

industry, genre_casual, co_play,casual games

ABSTRACT ONLINE | LINKED TO FULL TEXT

[More...]


2010 Social Gaming Research.
PopCap Games (2010).
http://www.infosolutionsgroup.com/2010_PopCap_Social_Gaming_Research_Results.pdf .

Synopsis:

PopCap Games survey of 1,202 US and UK internet users who play social games at least once a week

Keywords:

industry, genre_casual, co_play,casual games

ABSTRACT ONLINE | LINKED TO FULL TEXT

[More...]


2010 Social Gaming Research.
PopCap Games (2010).
http://www.infosolutionsgroup.com/2010_PopCap_Social_Gaming_Research_Results.pdf .

Synopsis:

PopCap Games survey of 1,202 US and UK internet users who play social games at least once a week

Keywords:

industry, genre_casual, co_play,casual games

ABSTRACT ONLINE | LINKED TO FULL TEXT

[More...]


2006 Casual Games White Paper.
IDGA (2006).
International Game Developer's Association http://www.igda.org/casual/IGDA_CasualGames_Whitepaper_2006.pdf.

Synopsis:

A report on casual games including a general market overview, discussion on business models, production and design issues, technologies, and a survey on the methods used to bring games to market.

Keywords:

casual games

ABSTRACT ONLINE | LINKED TO FULL TEXT

[More...]


2006 Casual Games White Paper.
IDGA (2006).
International Game Developer's Association http://www.igda.org/casual/IGDA_CasualGames_Whitepaper_2006.pdf.

Synopsis:

A report on casual games including a general market overview, discussion on business models, production and design issues, technologies, and a survey on the methods used to bring games to market.

Keywords:

casual games

ABSTRACT ONLINE | LINKED TO FULL TEXT

[More...]


“The Matrix Online’s” Live Team Producer Talks Games, Graphics, Storytelling and M.
Bedigian, Louis (2004).
http://www.gamezone.com/.

Synopsis:

An interview with Ellen Beeman, a producer of The Matrix Online.

Keywords:

industry, media-press, interview, workforce, storytelling, what women want

ABSTRACT ONLINE | HIGHLIGHTS ONLINE | LINKED TO FULL TEXT

[More...]


"Just Who Wears the Tights in This Household?": Technological Dramas, Gender Trouble, and Cryptic Studios.
Walls, Douglas (2005).
DIGRA conference.

Synopsis:

An analysis of the MMOG City of Heroes looked at how players construct the gender identity of their avatars and whether that construction can be seen as a political statement or expression.

Keywords:

conference, MMO, City of Heroes, gender identity, avatars, sexuality

ABSTRACT ONLINE | HIGHLIGHTS ONLINE

[More...]


Page 8 of 8 pages « First  <  6 7 8