Digital Gaming, Sport and Gender

ABSTRACT This paper has developed out of ongoing research into the associated patterns of sport and digital gaming interests and participation. Specifically, this paper presents the major findings of a questionnaire based survey distributed to undergraduate students at Sheffield's two universities, and a number of follow up interviews. Contrary to popular perceptions, this research finds no evidence to suggest that participating in digital gaming can have a negative effect on levels of sports participation. Moreover, the paper argues that, for some, digital gaming may increase their interest and knowledge of sport, and can prove for many a popular source of conversation that can cross‐cut and inform conversations on sport. However, contrary to many previous studies, this research indicates that there continues to be distinct gender differences in gaming patterns.

[1]  K M Leighton,et al.  All work and no play. , 1968, Canadian Medical Association journal.

[2]  R. Deem Women, leisure and inequality , 1982 .

[3]  Lee Sproull,et al.  Pool Halls, Chips, and War Games: Women in the Culture of Computing , 1985 .

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

[5]  J. Funk,et al.  Reevaluating the Impact of Video Games , 1993, Clinical pediatrics.

[6]  R. Silverstone,et al.  Consuming technologies : media and information in domestic spaces , 1993 .

[7]  Leslie Haddon,et al.  Explaining ICT consumption: the case of the home computer , 1993 .

[8]  Patricia M. Greenfield,et al.  Video games as cultural artifacts. , 1994 .

[9]  S. Shaw Gender, leisure, and constraint: Towards a framework for the analysis of women's leisure. , 1994 .

[10]  J. Colwell,et al.  Computer games, self‐esteem and gratification of needs in adolescents , 1995 .

[11]  J. Funk,et al.  Video and computer games in the '90s: children's time commitment and game preference. , 1996, Children today.

[12]  B. Wearing,et al.  Leisure and feminist theory , 1998 .

[13]  T. Dietz An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior , 1998 .

[14]  Karen Littleton,et al.  Gender, Task Scenarios and Children's Computer‐based Problem Solving , 1998 .

[15]  K. Roe,et al.  Children and Computer Games , 1998 .

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

[17]  Steven Poole,et al.  Trigger happy : the inner life of videogames , 2000 .

[18]  K. Jackson From Barbie to Mortal Kombat: Gender and Computer Games , 2000 .

[19]  J. Colwell,et al.  Negative correlates of computer game play in adolescents. , 2000, British journal of psychology.

[20]  Kurt Squire,et al.  Cultural Framing of Computer/Video Games , 2002, Game Stud..

[21]  Lee Sproull,et al.  Pool Halls, Chips, and War Games: Women in the Culture of Computing , 1985, SGCS.

[22]  Jason Rutter,et al.  Killing Like a Girl: Gendered Gaming and Girl Gamers' Visibility , 2002, CGDC Conf..

[23]  Klaas Pieter Van Til EVEN BETTER THAN THE REAL THING , 2003 .

[24]  J. Rutter,et al.  Gender dynamics and the social and spatial organization of computer gaming , 2003 .

[25]  Jo Bryce,et al.  The Gendering of Computer Gaming: Experience and Space , 2003 .

[26]  Johannes Fromme,et al.  Computer Games as a Part of Children's Culture , 2003, Game Stud..

[27]  Victoria K. Gosling,et al.  The Myth of the ‘Puck Bunny’ , 2004 .

[28]  B. Reis Even Better than the Real Thing* , 2006, Vehicle Dynamics International.

[29]  Bernhardt Weyh,et al.  Computer Based Problem Solving , 2006 .