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.

Full Record

Video games are from Mars, not Venus: Gender, electronic game play and attitudes toward the medium

Author: Ivory, J. D., & Wilkerson, H.
Date: 2002
Source: 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
Full Text Link:

http://list.msu.edu/cgi-bin/wa?A2=ind0209a&L=aejmc&P=5252

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:
Despite the widespread popularity of video games, studies have consistently reported that males play more than females. This paper analyzed original survey research of college students and found a similar gender gap, though a sizable female video game-playing minority was observed. Game content and publicity was also investigated, with representations of women indicating considerable justification for the medium's comparatively limited popularity among females, and general suggestions were made concerning changes in game content.

http://www.aejmc.org/_events/convention/abstracts/2002/csw.php

Implications for Game Industry:
No Implications have been written for this entry.

Research Highlights:
- There was a gender gap among college students who played video games, although a sizable female minority played games.
- The limited popularity of games among females can be explained by the way they are represented in the games and in publicity.
- Changes in content could make games more appealing to women.