Women and games: technologies of the gendered self

This study examines how individual differences in the consumption of computer games intersect with gender and how games and gender mutually constitute each other. The study focused on adult women with particular attention to differences in level of play, as well as genre preferences. Three levels of game consumption were identified. For power gamers, technology and gender are most highly integrated. These women enjoy multiple pleasures from the gaming experience, including mastery of game-based skills and competition. Moderate gamers play games in order to cope with their real lives. These women reported taking pleasure in controlling the gaming environment, or alternately that games provide a needed distraction from the pressures of their daily lives. Finally, the non-gamers who participated in the study expressed strong criticisms about game-playing and gaming culture. For these women, games are a waste of time, a limited commodity better spent on other activities.

[1]  T. L. Taylor Multiple Pleasures , 2003 .

[2]  Marsha Kinder Playing with Power in Movies, Television, and Video Games: From Muppet Babies to Teenage Mutant Ninja Turtles , 1991 .

[3]  Eugene F. Provenzo,et al.  Video Kids: Making Sense of Nintendo , 1991 .

[4]  M. Foucault,et al.  Technologies of the Self: A Seminar with Michel Foucault , 1988 .

[5]  James Paul Gee,et al.  What video games have to teach us about learning and literacy , 2007, CIE.

[6]  Aphra Kerr,et al.  Women just want to have fun - a study of adult female players of digital games , 2003, DiGRA Conference.

[7]  Berrin A. Beasley,et al.  Shirts vs. Skins: Clothing as an Indicator of Gender Role Stereotyping in Video Games , 2002 .

[8]  Nnedimma Nkemdili Okarafor Virtual women : replacing the real , 1999 .

[9]  I. Her Thick description: toward an interpretive theory of culture, in: The interpretation of cultures: selected essays . New-York/N.Y./USA etc , 2022 .

[10]  C. Geertz Thick Description: Towards an Interpretive Theory of Culture , 1973 .

[11]  A. Balsamo Technologies of the Gendered Body: Reading Cyborg Women , 1995 .

[12]  Liesbet van Zoonen,et al.  Gendering the Internet Claims, Controversies and Cultures , 2002 .

[13]  Lana F. Rakow,et al.  Gender on the Line: Women, the Telephone, and Community Life. , 1993 .

[14]  Karen Littleton,et al.  UNDERSTANDING COMPUTER GAME CULTURES A situated approach , 1999 .

[15]  Gareth Schott,et al.  Girl Gamers and their Relationship with the Gaming Culture , 2000 .

[16]  Aurelia Armstrong,et al.  Foucault and Feminism , 2003 .

[17]  Henry Jenkins,et al.  From Barbie to Mortal Kombat: gender and computer games , 1998 .