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: Motivations

investiGaming ›  Tags ›  Motivations

Selected highlights from the MOTIVATIONS tag (scroll down to see the full list of entries with this tag, including links to the entries)

Brain Research, Gaming Motivation, and Gender

  • Both men and women use to a similar degree the part of the brain responsible for semantic knowledge and juxtaposition and the part involved in language processing (Brandt, 2005).
  • Women activate the parts of the brain involved in language processing and working memory more than men when viewing funny cartoons (Brandt, 2005).
  • Women were more likely to activate with greater intensity the part of the brain that generates gratifying feelings in response to new experiences (Brandt, 2005).
  • Women appeared to have less expectation of a reward, which in this case was the punch line of the cartoon. So when they got to the joke’s punch line, they were more pleased about it. That was not the case in men who seemed to “expect” the cartoons to be funny from the start (Brandt, 2005).
  • During game play the portion of the brain associated with reward and addiction are more active in males than females (Hoeft, 2008).
  • During game play, both males and females were motivated to succeed.  However, males were a lot more motivated to succeed than females (Hoeft, 2008).
  • Males have neural circuitry in their brains that makes them more liable than women to feel rewarded by a computer game and thus more motivated to continue playing the game (Hoeft, 2008).

    Within-Game Motivations

  • Both males and females enjoyed four kinds of fun within games: the fun of mastery, curiosity, better thinking or behavior, and socializing with friends (Lazzaro, 2008).
  • The top 20 best-selling games in 2005 still used four basic scenarios (fighting, war-strategy, sports, and racing) (Lazzaro, 2008).
  • The mechanic in Diner Dash is one of helping people instead of hurting them.  It also creates joy in life rather than loss of it. This makes the game very appealing to the demographic that plays casual online games (Lazzaro, 2005).
  • Most people are affected by the emotional states of others, so one way to increase emotion is by including emotional in-game characters and/or the ability to play the game in a multi-player mode (Lazzaro, 2005).
  • Game playing is becoming an increasingly social activity, which is what makes games appealing to more women (Osborne, 2008).
  • Male users are more likely to engage in MMORPG environments to achieve objective goals, whereas female users are more likely to engage in these types of games to form relationships and become immersed in a fantasy environment (Yee, 2006).
  • MMOs include many types of mechanics which allows them to appeal to diverse male and female players from many age groups (Yee, 2006).
  • Male players were significantly more likely to be driven by the Achievement and Manipulation factors, while female players were significantly more likely to be driven by the Relationship factor (Yee, 2006).

    Beyond-Game Motivations

  • The user’s motivation to compete and their self-efficacy were positively correlated with the use of competitive game genres (Hartmann, 2003).
  • 88% of players indicated they experienced stress relief from playing casual games and 74% cited mental exercise as a benefit (Popcap Games, 2006).
  • When asked to choose the most important reasons for playing, 41% of players picked “stress relief/relaxation,” more than twice the number (19%) who chose “entertainment” (Popcap Games, 2006).
  • 27% of players said the games provided a distraction from chronic pain and/or fatigue, and 8% said they derived actual relief from chronic pain and/or fatigue (Popcap Games, 2006).
  • Female gamers were about twice as likely to be playing with someone else playing in the same room with them than male gamers (Williams, 2009).
  • Females were more than twice as likely to be playing with a romantic partner, implying an interpersonal motivation (Williams, 2009; Yee 2006).
  • Players derived meaningful relationships and salient emotional experiences, as well as real-life leadership skills from virtual MMORPG environments (Yee, 2006).

    Male Gaming Motivations

  • Boys (aged 12-17) at a lower education level play more standalone games, play more violent games, and display less social motivations for game-playing, than their higher educated counterparts, who played more lawn and mmorpgs for social motivations (Bijvank, 2007).
  • Lower-educated boys (ages 12-17) were most attracted by the violence in their favorite games, whereas higher-educated boys were most attracted to the games’ potential for immersion (Bijvank, 2007).
  • Boys frequented arcades more often than girls (63% to 36%, respectively) (Cantrell, 2006).
  • Boys performed better at video games (in general) (65% to 38%, respectively) than girls (Cantrell, 2006).
  • The social rewards of gaming – talking about how you are doing, playing together, helping or beating each other – are less a part of the attraction for females than for males (BBFC, 2007).
  • Males are more likely to make time to play while females don’t (BBFC, 2007). 
  • Competitive genres are more frequently used by male than female players (Hartmann, 2003).
  • Male players have higher motivation to compete in computer games (“Wetteifermotiv“) than female players (Hartmann, 2003).
  • Males reported being upset about poor scores (Morlock, 1985).
  • Men were more likely to play to win (Osborne, 2008, Williams, 2009).
  • Comparing the gender differences across the game situations showed a tendency for male players to be receiving what they desired from the games they liked, whereas the female players were not having these desires met (Reinhard, 2007).
  • Men prefer competition gratifications and violent games (Reinhard, 2007).
  • Males were more likely to be playing alone (Williams, 2009).

    Female Gaming Motivations

  • Most women claim that shooter games are “fun” (Cantrell, 2006).
  • Shooter games have cool graphics and an enticing quality that somehow lures some women back but not others (Cantrell, 2006).
  • Some women who play shooter games vary in their levels of excitement and participation throughout the game while other women “stand by their friend” observing as they –their friend- plays the game (Cantrell, 2006).
  • Girls were more likely to go to the arcade in a group (Cantrell, 2006).
  • Not one female gamer played a shooter game by herself (Cantrell, 2006).
  • Girls who become keen on gaming following the example of their brothers often become ‘hard core’ gamers, playing games more often associated with boys (BBFC, 2007).
  • Females played less often in groups than the men (BBFC, 2007).
  • Girls and women typically play fewer games and have shorter gaming sessions than men (BBFC, 2007).
  • Females fit playing around other interests and activities (BBFC, 2007).
  • Women were not looking for an “easier time” or games for women (Lazzaro, 2008).
  • Both genders liked a challenge, but women dislike violence more so than men (Lazzaro, 2008).
  • Games that appeal to more women are more emotional engaging, contain less violence, and are more fun than traditional games (Lazzaro, 2008).
  • Females tended to be willing to play without regard to scores (Morlock, 1985).
  • EverQuest female players were 5 times more likely than the general population to report being bisexual (Osborne, 2008).
  • Women were more likely to play for social reasons (Osborne, 2008, Williams, 2009).
  • Women prefer socializing gratifications and puzzles (Reinhard, 2007).
  • Females play The Sims to relax, enjoy features of the game, and engage in a fantasy world; they are not seeking competition (Samyn, 2007).
  • Most female players have no contact with other female gamers, apart from the women they talk to online (Samyn, 2007).
  • Females were only 10% of the player demographic although they spent more time playing and played more characters than their male counterparts (Williams, 2009).


    Bijvank, Marije, Konijn, Elly, and Bushman, Brad (2007)


    International Communication Association Conference, San Francisco,

    Synopsis:

    397 boys of varying education levels were surveyed to examine what characteristics distinguish various player-types.

    Keywords:

    academia, conference, survey, motivations, player types, aggression, middle school, high school, violence, what men want, what women want, values at play, academic achievement

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


    Brandt, Michelle (2005)


    Stanford Report, November 9, 2005.

    Synopsis:

    20 healthy adults (10 men and 10 women) viewed 70 black-and-white cartoons and then rated the cartoons on a 1-to-10 “funniness scale.” During the screenings, functional magnetic resonance imaging was used to monitor participants’ brain function. 

    Keywords:

    journal, report, brain research, humor, motivations

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


    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


    Colwell, J., Grady, C., and Rhaki, S. (1995)


    Journal of Community and Applied Social Psychology, Vol 5, pp 195-206

    Synopsis:

    120 adolescents were surveyed about gratification of needs and self-esteem and computer. 

    Keywords:

    survey, academia, high school, motivations, gaming social context

    Full Text: No | Abstract: Yes | Highlights: Yes


    Dawson, C. R., A. Cragg, Taylor, C. and Toombs, B. (2007)


    British Board of Film Classification (BBFC)

    Synopsis:

    An extensive, large qualitative study of British players between the ages of 7 and 40, including interviews and discussion groups with players, parents, professionals, and journalists examines gender differences related to what gamers like and patterns of use.

    Keywords:

    case study, report, England, game genres, casual games, Gaming Social Context, Player types, Motivations, what women want

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


    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


    Hartmann, T. (2003)


    DIGRA, Netherlands, http://www.gamesconference.org/digra2003/2003/index.php?Abstracts/Hartmann

    Synopsis:

    Online survey (n=795) addresses what types of individuals are attracted to competitive gaming. 

    Keywords:

    conference, competition, 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


    Hoeft, F., Watson, C. L., Kesler, S. R., Bettinger, K. E., Reiss, A. L. (2008)


    Journal of Psychiatric Research, Mar;42(4):253-8

    Synopsis:

    A neurological study of the mesocorticolimbic system of both male and female brains compares difference in activation during game play.

    Keywords:

    brain research, journal, motivations

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


    Hoeft, Fumiko, Christa L. Watson, Shelli R. Kesler, Keith E. Bettinger and Allan L. Reiss (2008)


    Journal of Psychiatric Research

    Synopsis:

    22 young adults (11 men and 11 women) played numerous 24-second intervals of a game while a functional magnetic resonance imaging, or fMRI, machine measured which parts of their brains were active during game play.

    Keywords:

    journal, brain research, motivations, survey,

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


    Lazzaro, Nicole (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, 2008

    Synopsis:

    A field study of 30 adults observed for a composite total of 45 hours playing favorite games, including video recordings of what players said and did and verbal and non-verbal emotional cues during play.

    Keywords:

    book, chapter, what women want, what men want, case study, gaming culture, gaming social context, gender inclusive, player types, motivations, player demographics

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


    Lazzaro, Nicole (2005)


    http://www.xeodesign.com/xeodesign_dinerdashcasestdy500n031405.pdf

    Synopsis:

    A case Study of the game “Diner Dash” analyzing the game’s emotional appeal for players.

    Keywords:

    Blog, Diner Dash, casual games, motivations,

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


    Morlock, H., Yando, T., Nigolean, K. (1985)


    Psychological Reports, 57, 247-250, http://ammonsscientific.com/link.php?N=18838

    Synopsis:

    Analyzes a survey of 44 male and 73 female college freshmen about their video game play.

    Keywords:

    journal, psychology, competition, motivations,

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


    Osborne, Tamsin (2008)


    BBC News, December 23

    Synopsis:

    Examines gender differences in more than 2,400 EverQuest II players, using survey and in-game data from Sony Online Entertainment.

    Keywords:

    academia, industry, survey, play data, media-press, player demographics, genre MMO, gaming social context, motivations, sexuality

    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


    Popcap Games Press Release (2006)


    http://www.popcap.com/press/release.php?pid=207

    Synopsis:

    Survey of 2,100 respondents from among PopCap’s customer base about when, where and why they turn to Casual Games. 

    Keywords:

    casual games, motivations, player demographics

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


    Ray, Sheri Graner (2003)


    Hingham, MA: Charles River Media

    Synopsis:

    Chapters explore aspects of computer gaming, e.g. the differences in reward systems, game play preferences, and avatar selection criteria, and how these issues all apply to game design and designing games to appeal to women.

    Keywords:

    book, game design, gender inclusive, avatars, motivations, what women want

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


    Reinhard, Carrie Lynn Desira and Dervin, Brenda (2007)


    International Communication Association Conference, San Francisco

    Synopsis:

    A study of 320 university students measured game playing gratifications and feature preferences of male and female players for 3 game playing situations: playing a game they liked, one they disliked, and one they desired.

    Keywords:

    case study, academia, motivations, player types, what men want, what women want, competition, cooperation, conference

    Full Text: No | Abstract: Yes | Highlights: Yes


    Samyn, Michaël (2007)


    http://tale-of-tales.com/

    Synopsis:

    Transcript of email interview with Celia Pearce about her design process and research on MMO games.

    Keywords:

    interview, MMO, game design, motivations

    Full Text: Yes | Abstract: Yes


    Van Der Molen, Juliette and Jongbloed, Wieteke (2007)


    International Communication Association Conference, San Francisco

    Synopsis:

    Survey of 343 fourth through sixth graders’ uses, gratifications, and opinions related to free online games as well as gender differences within this gameplay. 

    Keywords:

    conference, motivations, online games, casual games, middle school

    Full Text: No | Abstract: Yes


    Vosmeer, Mirjam, Jansz, Jeroen, and van Zoonen, Liesbet (2007)


    International Communication Association Conference, San Francisco

    Synopsis:

    A study of female players of The Sims and The Sims 2 between the ages of 17 and 59, through 23 face-to-face interviews and 34 email interviews.

    Keywords:

    conference, article, The Sims, The Sims 2, motivations, what women want, computer skills, internet use, media literacy

    Full Text: No | Abstract: Yes | Highlights: Yes


    Williams, Dimitri, Mia Consalvo, Scott Caplan, and Nick Yee (2009)


    Journal of Communication

    Synopsis:

    A survey of 7,129 Everquest II players is combined with in-game observations to examine gender differences in play motivations and lifestyle. 

    Keywords:

    academia, journal, survey, gender theories, gender identity, motivations, gaming social context, genre MMO, sexuality, aggression

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


    Yee, Nicholas (2006)


    In R. Schroeder & A. Axelsson (Eds.), Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments (pp. 187-207). London: Springer-Verlag

    Synopsis:

    Online surveys about the mental processes of MMO players were conducted between the years 2000 and 2003 with 30,000 MMO players by linking from web portals that catered to MMO players from the more popular game series. 

    Keywords:

    Book, chapter, psychology, motivations, MMO, addiction, avatars, survey, player demographics

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


    Yee, Nicholas (2006)


    Presence: Teleoperators and Virtual Environments, 15, 309-329.

    Synopsis:

    Online surveys were conducted with30,000 online MMO players over a three year period to explore player demographics, motivations, and derived experiences.

    Keywords:

    journal, survey, MMO, player demographics, motivations,

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