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.

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Full Record

Youth, Gender and Video Games: power and control in the home

Author: McNamee, Sarah
Date: 1998
Source: Cool Places: Geographies of Youth Cultures by Tracey Skelton, Gill
Full Text Link:

http://www.amazon.com/Cool-Places-Geographies-Youth-Cultures/dp/0415149215/ref=sr_1_1?ie=UTF8&s=books&qid=1225731744&sr=8-1 ($53)

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:
My study found that there is little gender difference in liking to play computer and video games - girls report they like to play as often as boys do (Box 12.1). However, boys report actually playing significantly more than girls do. This chapter examines one possible reason for this discrepancy: that, for some girls, their access to computers and video games is controlled by their brothers.
(from the author)

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

Research Highlights:
- Boys reported actually playing significantly more than girls do. This chapter examines one possible reason for this discrepancy: that, for some girls, their access to computers and video games is controlled by their brothers.