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.

Investigaming tag: Empowerment

investiGaming ›  Tags ›  Empowerment


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

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


Girl Scout Research Institute (2001)


New York: Girl Scouts of the USA

Synopsis:

Summarizes current research on how girls interact with computer technology and how they perceive themselves in the overall technology culture. Explores the way girls have acquired specific strengths, interests and experiences as computer users and as potential creators and shapers of technology.

Keywords:

report, gaming culture, what women want, computer skills, empowerment

Full Text: Yes | Abstract: Yes


Hayes, Elisabeth (2005)


TechTrends, 49(5), 23-28

Synopsis:

Explores Men’s and Women’s preferences regarding games and gives design advice about creating educational games for women.

Keywords:

case study, journal, gender stereotypes, player types, self efficacy, empowerment, learning, computer skills

Full Text: Yes | Abstract: Yes


Hughes, Kristin (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:

Outlines the design process of creating Click! a role-playing science adventure game for middle-school girls and exemplifies an approach for creating experiences that promote agency.

Keywords:

book, chapter, gender stereotypes, middle school, empowerment, educational games, Click

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