
(in reverse alphabetical order by title)
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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.
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
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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
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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.
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
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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
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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.
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
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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
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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..
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
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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.
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
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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
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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).
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
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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
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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
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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
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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
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“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
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"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
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