
investiGaming › Tags › What Men Want
Brunner, Corneila (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:
The paper considers whether the past decade of tremendous change in our uses of technology is also reflected in the evolution of game worlds toward gender-neutral environments.
Keywords:
book, chapter, gender stereotypes, gender inclusive, masculinity, feminity, what women want, what men want, IT careers
Full Text: Yes | Abstract: Yes | Highlights: Yes
Buchman, D.D., & Funk, J.B. (1996)
Children Today, 24, 12-15
Synopsis:
The study examined the game-playing habits of 900 children.
Keywords:
journal, children, violence, what women want, what men want
Full Text: No | Abstract: Yes | Highlights: Yes
Dixon, shanly and Simon, Bart (2005)
DIGRA conference
Synopsis:
An ethnographic study of a small group of boys playing console games over several months was used to argue against a view of digital game space in terms of disjunctive other, parallel or virtual worlds (e.g. Foucault’s heterotopias).
Keywords:
conference, children, console, player types, gaming social context , parents and gaming, spatial cognition
Full Text: No | Abstract: Yes | Highlights: Yes
Gitte Jantzen and Jans F. Jensen (1993)
AI & Society Vol 7 (4)
Synopsis:
Discusses questions from the perspective of semiotics, media and control studies as well as connections between women and male dominated video games.
Keywords:
journal, violence, masculinity, case study, what men want
Full Text: Yes | Abstract: Yes
Jenkins, Henry (1998)
In From Barbie to Mortal Kombat: Gender and Computer Games, Justine Cassell and Henry Jenkins, Eds., MIT Press
Synopsis:
Offers a cultural geography of video game spaces, one which uses traditional children’s play and children’s literature as points of comparison to the digital worlds contemporary children inhabit.
Keywords:
book, chapter, children, spatial cognition, what men want, gaming culture
Full Text: Yes | Abstract: Yes
Larsson, Anna and Nerén, Carina (2005)
SICS Technical Report T2005:06
Synopsis:
A study of the characteristics of female avatars, stereotypes of women, and how men and women relate to hyper-sexualized avatars.
Keywords:
report, academia, sexuality, avatars, what women want, what men want, gender stereotypes
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
Przybylski, Andrew K.; Ryan, Richard M.; Rigby, C. Scott (2009)
Personality and Social Psychology Bulletin, vol. 35, no. 2, pp. 243-259, February
Synopsis:
Six studies, two survey based and four experimental, explored the relations between violent content and people’s motivation and enjoyment of video game play.
Keywords:
academia, experiment, journal, violence, what women want, what men want
Full Text: No | Abstract: Yes | Highlights: Yes
Yasmin Kafai, Carrie Heeter, Jill Denner, Jen Sun, (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 interview with a leading female game designer.
Keywords:
book, chapter, interview, what women want, Ultima, what men want
Full Text: Yes | Abstract: Yes | Highlights: 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