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: What Men Want

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