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.

Investigaming tag: Co Play

investiGaming ›  Tags ›  Co Play


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

Full Text: Yes | Abstract: Yes | Highlights: Yes


Heeter, Carrie (2009)


Handbook of Research on Effective Electronic Gaming in Education

Synopsis:

Two studies explore the various player types found in commercial MMOs and educational games.  Study 1 examined the impact of different in-game reward schemas on player types and Study 2 compared classroom play with one child per computer versus paired play of the same educational game.

Keywords:

book, chapter, educational games, MMO, player types, learning, learning process, motivation, co play

Full Text: Yes | Abstract: Yes


Inkpen, K., Booth, K.S., Klawe, M. & Upitis, R. (1995)


Proceedings of Computer Support for Collaborative Learning (CSCL '95), Bloomington, IN, 177-181

Synopsis:

Describes follow-on studies focusing on how gender and grouping affects performance and attitudes of children playing a puzzle solving game called The Incredible Machine (TIM).

Keywords:

conference, cooperation, co play, motivations

Full Text: Yes | Abstract: Yes


Ito, Mizuko and Matteo Bittanti (2008)


in Hanging Out, Messing Around, Geeking Out: Living and Learning with New Media, part of "Kids' Informal Learning with Digital Media: An Ethnographic Investigation of Innovative Knowledge Cultures," a three-year collaborative project funded by the John D. and Catherine T. MacArthur Foundation.

Synopsis:

A discussion of different genres of gaming practices and the discourses that create boundaries between different forms of game play in terms of learning and development. 

Keywords:

academia, chapter, children high school, gaming social context, gaming culture, gender identity, co play, empowerment, friendship

Full Text: Yes | Abstract: Yes | Highlights: Yes


Kafai, Yasmin (2008)


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

Synopsis:

An after after-school club in Whyville was created and girls’ and boys’ online and offline interactions while in this club were observed.

Keywords:

book, chapter, co play, cooperation, Whyville, middle school

Full Text: Yes | Abstract: Yes


Kahne, Joseph, Middaugh, Ellen, and Chris Evans (2008)


http://www.digitallearning.macfound.org

Synopsis:

A phone survey of 1,102 young persons in the United States aged 12 to 17 conducted by Pew Internet and American Life Project in order to explore the link between video games and civic engagement.

Keywords:

survey, report, high school, player demographics, game genres, digital divide, parents and gaming , gaming social context, co play, family dynamics, civic engagement, learning, Internet use

Full Text: Yes | Abstract: Yes | Highlights: Yes


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

Full Text: Yes | Abstract: Yes


Taylor, Nick (2005)


DIGRA conference

Synopsis:

This study tentatively explores connections between hetero-normative masculinity and video gaming enacted by patrons of a Canadian university’s campus arcade/LAN.

Keywords:

conference, gaming social context, co play, Warcraft, cooperation

Full Text: No | Abstract: Yes


Yee, Nick (2008)


In Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming, Kafai, Y, Heeter, C., Denner, J. and Sun, J., eds. MIT Press

Synopsis:

Multiple Surveys with data from 2,000 to 4,000 MMO players are combined with in-game observation to study various hypotheses about the dynamics of gender, play, and relationships in MMOs.

Keywords:

book, chapter, survey, player demographics, MMO, player types, what women want, what men want, co play, gaming social context

Full Text: Yes | Abstract: Yes | Highlights: Yes