Female Gaming, Gaming Addiction, and the Role of Women Within Gaming Culture: A Narrative Literature Review
暂无分享,去创建一个
M. Griffiths | O. Lopez-Fernandez | D. Kuss | A. J. Williams | Mark D. Griffiths | M. D. Griffiths | A. Jess Williams
[1] Teresa Lynch,et al. Real ideal: Investigating how ideal and hyper-ideal video game bodies affect men and women , 2016, Comput. Hum. Behav..
[2] Mark D. Griffiths,et al. Female Gamers’ Experience of Online Harassment and Social Support in Online Gaming: A Qualitative Study , 2018, International Journal of Mental Health and Addiction.
[3] Y. Dora Cai,et al. Do Men Advance Faster Than Women? Debunking the Gender Performance Gap in Two Massively Multiplayer Online Games , 2016, J. Comput. Mediat. Commun..
[4] Marie Hicks,et al. The Lives of Guns ed. by Jonathan Obert, Andrew Poe, and Austin Sarat (review) , 2018, Technology and Culture.
[5] Grace S. Yang,et al. Effects of playing a violent video game as male versus female avatar on subsequent aggression in male and female players. , 2014, Aggressive behavior.
[6] C. Near. Selling Gender: Associations of Box Art Representation of Female Characters With Sales for Teen- and Mature-rated Video Games , 2012, Sex Roles.
[7] Nic Crowe,et al. ‘When I click “ok” I become Sassy – I become a girl’. Young people and gender identity: subverting the ‘body’ in massively multi-player online role-playing games , 2014 .
[8] G. Arbanas. Diagnostic and Statistical Manual of Mental Disorders (DSM-5) , 2015 .
[9] V. Beck,et al. Is Sexual Objectification and Victimization of Females in Video Games Associated With Victim Blaming or Victim Empathy? , 2018, Journal of interpersonal violence.
[10] Mental Health in the Digital Age: Grave Dangers, Great Promise , 2017, BJPsych Bulletin.
[11] IV. New Games in the Digital Playground: Women Composers Learning and Teaching Electroacoustic Music , 2002 .
[12] Women’s image on video game covers: A comparative analysis of the Spanish market (2011-2015) , 2016 .
[13] E. Kuss,et al. Depression among Users of Social Networking Sites (SNSs): The Role of SNS Addiction and Increased Usage , 2017 .
[14] Benjamin Paaßen,et al. What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture , 2017 .
[15] Jan Van Looy,et al. Challenging the Other: Exploring the Role of Opponent Gender in Digital Game Competition for Female Players , 2014, Cyberpsychology Behav. Soc. Netw..
[16] Alvaro E. Carrasco. Acceptability of an adventure video game in the treatment of female adolescents with symptoms of depression , 2016 .
[17] E. Mohammadi,et al. Barriers and facilitators related to the implementation of a physiological track and trigger system: A systematic review of the qualitative evidence , 2017, International journal for quality in health care : journal of the International Society for Quality in Health Care.
[18] W. Chou. An empirical research on female stereotyping in video game design , 2022 .
[19] M. Griffiths,et al. Videogames as therapy: an updated selective review of the medical and psychological literature , 2017 .
[20] Chantal Wouters,et al. An exploratory study , 2003 .
[21] Shira Chess. License to play : women, productivity, and video games , 2009 .
[22] C. Anderson,et al. Violent Video Games and Aggressive Behavior in Young Women. , 2003 .
[23] R. Ratan,et al. A Content Analysis of Female Body Imagery in Video Games , 2009 .
[24] Jessica Wolfendale,et al. My avatar, my self: Virtual harm and attachment , 2007, Ethics and Information Technology.
[25] Linda K. Kaye,et al. "Girls can't play": The effects of stereotype threat on females' gaming performance , 2016, Comput. Hum. Behav..
[26] Claire E. Gresty,et al. Exploring Stereotypical Perceptions of Female Players in Digital Gaming Contexts , 2017, Cyberpsychology Behav. Soc. Netw..
[27] S. Singh-Carlson. INTERNATIONAL PERSPECTIVE. , 2015, Canadian oncology nursing journal = Revue canadienne de nursing oncologique.
[28] Tilo Hartmann,et al. Factors underlying male and female use of violent video games , 2015, New Media Soc..
[29] Chang Yun,et al. Digital health game on cervical health and its effect on american women's cervical cancer knowledge , 2013, 2013 IEEE International Games Innovation Conference (IGIC).
[30] Joon Lee,et al. Women and games: technologies of the gendered self , 2007, New Media Soc..
[31] K. Green,et al. A Consumer Study , 2016 .
[32] Fran C. Blumberg,et al. Boys' and Girls' Use of Cognitive Strategy When Learning to Play Video Games , 2004, The Journal of general psychology.
[33] Connie M Viamonte. You crit like a girl: The performance of female identity in the virtual gaming community World of Warcraft , 2015 .
[34] Jesse Fox,et al. Women’s experiences with general and sexual harassment in online video games: Rumination, organizational responsiveness, withdrawal, and coping strategies , 2017, New Media Soc..
[35] Aimee deNoyelles,et al. Inspiring equal contribution and opportunity in a 3d multi-user virtual environment: Bringing together men gamers and women non-gamers in Second Life® , 2012, Comput. Educ..
[36] Mark D. Griffiths,et al. An Overview of Problematic Gaming , 2015 .
[37] L. Sergio,et al. Move faster, think later: Women who play action video games have quicker visually-guided responses with later onset visuomotor-related brain activity , 2018, PloS one.
[38] Michael G. Lacy,et al. Distinguishing Core from Peripheral Psychiatric Symptoms: Addictive and Problematic Internet Gaming in North America, Europe, and China , 2018, Culture, Medicine, and Psychiatry.
[39] Aline Renee Click. Engaging girls in technology through video game design , 2014 .
[40] Khandis R. Blake,et al. Why do people play violent video games? Demographic, status-related, and mating-related correlates in men and women , 2015 .
[41] Mark D. Griffiths,et al. Measuring DSM-5 internet gaming disorder: Development and validation of a short psychometric scale , 2015, Comput. Hum. Behav..
[42] J. Linderoth,et al. Chivalry, subordination and courtship culture: b eing a 'woman' in online games , 2014 .
[43] Rosa Mikeal Martey,et al. The strategic female: gender-switching and player behavior in online games , 2014 .
[44] Mark D. Griffiths,et al. Female Gamers: A Thematic Analysis of Their Gaming Experience , 2013, Int. J. Game Based Learn..
[45] Edward T. Vieira. The Relationships Among Girls’ Prosocial Video Gaming, Perspective-Taking, Sympathy, and Thoughts About Violence , 2014, Commun. Res..
[46] Luis Claudio Cortés-Picazo. Transgresión de las identidades tradicionales de género mediante la representación gráfica de mujeres protagonistas para videojuegos desarrollada por niños y niñas , 2016 .
[47] D. Kuss. For the horde! How playing World of Warcraft reflects our participation in popular media culture [forthcoming] , 2013 .
[48] Stephen R. Burgess,et al. Sex, Lies, and Video Games: The Portrayal of Male and Female Characters on Video Game Covers , 2007 .
[49] Raynel G. Martis,et al. The Lara Phenomenon: Powerful Female Characters in Video Games , 2007 .
[50] Christopher P. Barlett,et al. The Impact of Body Emphasizing Video Games on Body Image Concerns in Men and Women , 2008 .
[51] Chongqing. Are Boys More Aggressive than Girls after Playing Violent Computer Games Online? An Insight into an Emotional Stroop Task , 2014 .
[52] Ricardo A Tejeiro Salguero,et al. Measuring problem video game playing in adolescents. , 2002, Addiction.
[53] S. Eggermont,et al. Playing a Videogame with a Sexualized Female Character Increases Adolescents' Rape Myth Acceptance and Tolerance Toward Sexual Harassment. , 2015, Games for health journal.
[54] O. Lopez-Fernandez,et al. Validation in clinical population of the Problematic Internet Entertainment Use Scale for Adults (PIEUSAd) , 2016 .
[55] O. Lopez-Fernandez,et al. Measuring Female Gaming: Gamer Profile, Predictors, Prevalence, and Characteristics From Psychological and Gender Perspectives , 2019, Front. Psychol..
[56] M. Donnellan,et al. Are Associations Between “Sexist” Video Games and Decreased Empathy Toward Women Robust? A Reanalysis of Gabbiadini et al. 2016 , 2017, Journal of youth and adolescence.
[57] Chi-Cheng Chang,et al. Leveling up: Are non-gamers and women disadvantaged in a virtual world classroom? , 2016, Comput. Hum. Behav..
[58] Andrew Campbell,et al. Representation of Women in Video Games: A Systematic Review of Literature in Consideration of Adult Female Wellbeing , 2018, Cyberpsychology Behav. Soc. Netw..
[59] V. Beck,et al. Violence Against Women in Video Games , 2012, Journal of interpersonal violence.
[60] Sian Tomkinson,et al. The position of women in video game culture: Perez and Day's Twitter Incident , 2015 .
[61] M. Kinzie,et al. The online gaming preferences of pre-teen girls: exploring game preferences within the social context of an all-girls after school computer club , 2009 .
[62] Frank R. Rusch,et al. Effects of an Interactive Video Game (Nintendo Wii™) on Older Women with Mild Cognitive Impairment , 2010 .
[63] Elizabeth Behm-Morawitz,et al. The Effects of the Sexualization of Female Video Game Characters on Gender Stereotyping and Female Self-Concept , 2009 .
[64] Adrienne Shaw,et al. Do you identify as a gamer? Gender, race, sexuality, and gamer identity , 2012, New Media Soc..
[65] Bertha Payne,et al. The School of Education , 1908 .
[66] M. Griffiths,et al. Measurement Invariance of the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF) between the United States of America, India and the United Kingdom , 2017, Psychiatry Research.
[67] O. Lopez-Fernandez. Generalised Versus Specific Internet Use-Related Addiction Problems: A Mixed Methods Study on Internet, Gaming, and Social Networking Behaviours , 2018, International journal of environmental research and public health.
[68] Stephanie Fisher,et al. “Everyone Can Make Games!”: The post-feminist context of women in digital game production , 2015 .
[69] B. Bushman,et al. Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims , 2016, PloS one.
[70] Maureen M. Vass. Obesity in adolescent girls aged 14--17. A study of the impact of video and computer gaming systems , 2008 .
[71] Andrew Booth,et al. Beyond PICO , 2012, Qualitative health research.
[72] Teresa Lynch,et al. Sexy, Strong, and Secondary: A Content Analysis of Female Characters in Video Games across 31 Years , 2016 .
[73] Daniel L. King,et al. Ten-Item Internet Gaming Disorder Test (IGDT-10): Measurement Invariance and Cross-Cultural Validation Across Seven Language-Based Samples , 2019, Psychology of addictive behaviors : journal of the Society of Psychologists in Addictive Behaviors.
[74] Howard D. Fisher. Sexy, Dangerous—and Ignored , 2015 .
[75] Anthony Lewis Brooks,et al. Women with fibromyalgia’s experience with three motion-controlled video game consoles and indicators of symptom severity and performance of activities of daily living , 2015, Disability and rehabilitation. Assistive technology.
[76] Mark D. Griffiths,et al. Confronting gender representation: a qualitative study of the experiences and motivations of female casual gamers , 2011 .
[77] Garry Young,et al. Transcending Taboos - A Moral and Psychological Examination of Cyberspace , 2012 .
[78] K. Yuan,et al. Females are more vulnerable to Internet gaming disorder than males: Evidence from cortical thickness abnormalities , 2019, Psychiatry Research: Neuroimaging.
[79] Jan Van Looy,et al. Tracing female gamer identity. An empirical study into gender and stereotype threat perceptions , 2017, Comput. Hum. Behav..
[80] Mark D. Griffiths,et al. Mobile gaming and problematic smartphone use: A comparative study between Belgium and Finland , 2018, Journal of behavioral addictions.
[81] M. Eastin. Video Game Violence and the Female Game Player: Self‐ and Opponent Gender Effects on Presence and Aggressive Thoughts , 2006 .
[82] Daniel L. King,et al. Policy and Prevention Approaches for Disordered and Hazardous Gaming and Internet Use: an International Perspective , 2018, Prevention Science.
[83] Amanda C. Cote. “I Can Defend Myself” , 2017, Games Cult..
[84] Stéphanie Laconi,et al. Internet gaming disorder, motives, game genres and psychopathology , 2017, Comput. Hum. Behav..
[85] P. Cardon,et al. A qualitative study. , 2001 .
[86] Eugene V Beresin,et al. Factors correlated with violent video game use by adolescent boys and girls. , 2007, The Journal of adolescent health : official publication of the Society for Adolescent Medicine.
[87] Louis Bherer,et al. The Effects of Combining Videogame Dancing and Pelvic Floor Training to Improve Dual-Task Gait and Cognition in Women with Mixed-Urinary Incontinence. , 2014, Games for health journal.
[88] Kamala O. Norris. Gender Stereotypes, Aggression, and Computer Games: An Online Survey of Women , 2004, Cyberpsychology Behav. Soc. Netw..
[89] Laura Stockdale,et al. Game on… girls: associations between co-playing video games and adolescent behavioral and family outcomes. , 2011, The Journal of adolescent health : official publication of the Society for Adolescent Medicine.
[90] Elizabeth Morawitz. Effects of the Sexualization of Female Characters in Video Games on Gender Stereotyping, Body Esteem, Self-Objectification, Self-Esteem, and Self-Efficacy , 2007 .
[91] Daniel L. King,et al. Gaming disorder: Its delineation as an important condition for diagnosis, management, and prevention , 2017, Journal of behavioral addictions.
[92] M. Griffiths,et al. The Empirical Analysis of Non-problematic Video Gaming and Cognitive Skills: A Systematic Review , 2018, International Journal of Mental Health and Addiction.
[93] Zaheer Hussain,et al. Gender Swapping and Socializing in Cyberspace: An Exploratory Study , 2008, Cyberpsychology Behav. Soc. Netw..
[94] Jesse Fox,et al. Playing for Love in a Romantic Video Game: Avatar Identification, Parasocial Relationships, and Chinese Women's Romantic Beliefs , 2016 .
[95] Niko Männikkö,et al. Mobile gaming is not addictive: a comparative study between Belgium and Finland , 2017 .
[96] Diane Jass Ketelhut,et al. Scientific Inquiry Self-Efficacy and Computer Game Self-Efficacy as Predictors and Outcomes of Middle School Boys’ and Girls’ Performance in a Science Assessment in a Virtual Environment , 2015 .
[97] Griffiths,et al. Internet Addiction in Psychotherapy , 2014 .
[98] E. Chan. Females' video game playing motivation and performance: Examining gender stereotypes and competence goals , 2008 .
[99] Book Review: Programmed Inequality: How Britain Discarded Women Technologists and Lost its Edge in Computing , 2019, Convergence: The International Journal of Research into New Media Technologies.