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Female Video Game Players: A Different Type of Player? By Dr Mark Griffiths & Lavinia McLean
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Lavinia McLean & Mark Griffiths (2012) 1
Female gamers: A thematic analysis Female gamers: A thematic analysis of their gaming experience of their gaming experience
Lavinia McLean & Professor Mark GriffithsLavinia McLean & Professor Mark Griffiths(Nottingham Trent University)(Nottingham Trent University)
Interactive Technologies and Games: Education, Interactive Technologies and Games: Education, Health and Disability: Nottingham, 2012. Health and Disability: Nottingham, 2012.
Gender differences in Gender differences in gaming gaming
Males play for longer and more frequently (Rideout, Roberts & Foehr, 2005; Olsen et al, 2009).
Gender differences due to socialisation, design or gender specific skills.
Is there a change occurring: Entertainment software Association (2012) data suggest females over 18 years fastest growing demographic.
Males and females attracted to different genre of games.
Lavinia McLean & Mark Griffiths (2012) 2
Attraction to gamingAttraction to gamingSocial Interaction (Cole &
Griffiths, 2007).Relaxation (Snodgrass, Lacy,
Denagh, Fagan & Most, 2011)Escape (Klimmit, Hefner &
Vorderer, 2009).Stereotypical characters in
games (Dill & Thill, 2007).
Lavinia McLean & Mark Griffiths (2012) 3
Research on female Research on female gamers gamers
The experience of females playing of games.
The impact of violent video games on males and females.
Are these findings relevant to females who prefer to play violent video games?
Some indications that females dislike violent content, competitive elements and stereotypical characters (Griffiths, Davies & Chappell, 2004; Lucas & Sherry, 2004; Hartmann & Klimmit, 2006).
Lavinia McLean & Mark Griffiths (2012) 4
Present Research Present Research Public gaming discussion forum.Favourite games: FPS, RPG, action,
horror. May 2011-May 2012: 409
discussions.Thematic AnalysisSocialGame/Platform MiscellaneousAttitudes/Opinions
Lavinia McLean & Mark Griffiths (2012) 5
ATTITUDES & OPINIONS DISCUSSIONS ATTITUDES & OPINIONS DISCUSSIONS Table 1: Main categories identified within “attitudes/opinions” discussions and the corresponding discussion threads and number of replies
Inductive thematic analysis.
Coded into four main categories based on title and content.
Coded for actual and semantic meaning.
Three main themes emerged.
Lavinia McLean & Mark Griffiths (2012) 6
Threads Posts
Playing Online 10 297
Characters 13 533
Gaming Habits 9 329
Male vs
Female
11 200
Totals 43 1359
.
Social Interaction Social Interaction Interaction peripheral to gaming“Its great to know that these ladies share the same
interest because I personally know few girls who game” (F2) .
Playing with significant others, particularly families. In contrast to previous research (Cole & Griffiths, 2007).Online interaction.“People would talk over me and ignore everything I
said..kicked me out of guild soon after”Sexism, abusive language, unwanted advances and threats. Male and female behaviour.
Lavinia McLean & Mark Griffiths (2012) 7
Identity Identity Identity laboratories (Klimmit, Hefner & Vorderer,
2009).“She’s so realistic...she doesn't have huge boobs or
skimpy clothes” (A12) Self Identification with characters: physically and in
terms of personality characteristics.“ She is kind hearted and soft spoken, kinda like me
(T2) Inspiring characters.
“Shes my hero and we look alike” (B2) Females assuming virtual identity, for different
reasons to previous research. “Its annoying why cant I just be me, without having to hide behind other non gender related gametag” (MJ1).
Lavinia McLean & Mark Griffiths (2012) 8
Integration Integration Gaming integrated into their lives.Time spent playing indicating a flexibility.
“If I didnt have a full time job, it’d be more like 60+ [hours a week]” (LD1)
Form of escapism“I don't mind the skimpy outfits, its like
Halloween to me, pretending to be someone else”
Relaxation “It helps me to unwind from a long day at
work, a stress reliever”
Lavinia McLean & Mark Griffiths (2012) 9
Conclusions Conclusions Move away from “bikini clad girl with an
arsenal of weapons” (C3) Stereotypical characters offer a way to
escape.Gaming key element of their identity
but integrated into their lives. Identity linked to own gaming but also
to behaviour of others online.Similar to research with other genre of
games social interaction key attraction to gaming.
Playing for enjoyment, not just because of others. Lavinia McLean & Mark Griffiths (2012) 10
Future Research Future Research Reliance on secondary data and
different samples.All female posters?May represent a particular group of
participants only. Have we underestimated numbers of
female gamers?Females indicating a similar attraction
to these video games, other research needed on female gamers?
Lavinia McLean & Mark Griffiths (2012) 11
Lavinia McLean & Mark Griffiths (2012) 12
“Because its fun!! And exploding heads are also
pretty satisfying!” (SF1)
References References Cole, H. & Griffiths, M. (2007). Social interaction in massively multiplayer online role-
playing gamers. CyberPsychology and Behavior, 10, 575 – 58. Dill, K. E., & Thill, K. P. (2007). Video game characters and the socialization of gender
roles: Young people’s perceptions mirror sex ist media depictions. Sex Roles, 57, 851 – 864.
Griffiths, M. D., Davies, M. N. O., & Chappell, D. (2003). Breaking the stereotype: The case of online gaming. CyberPsychology and Behavior, 7, 479 – 487.
Griffiths, M. D., Davies, M. N. O., & Chappell, D. (2004). Online computer gaming: A comparison of adolescent and adult gamers. Journal of Adolescence, 27, 87 – 96.
Hartmann, T., & Klimmt, C. (2006). Gender and computer games: Exploring females' dislikes. Journal of Computer-Mediated Communication, 11, 910 – 931.
Klimmt, C., Hefner, H., & Vorderer, P. (2009). The video game experience as “true” identification: A theory of enjoyable alterations of players’ self-perception. Communication Theory, 19, 351 – 373.
Lucas, K. & Sherry, J. L. (2004). Sex differences in video game play: A communication-based explanation. Communication Research, 31, 499 – 523.
Olson, C. K., Kutner, L. A., Warner, D. E., Almerigi, J. B., Baer, L., Nicholi, A. M. & Beresin, E. V. (2007). Factors correlated with violent video game use by adolescent boys and girls. Journal of Adolescent Health, 41, 77 – 83.
Roberts, D. F., Foehr, U. G., & Rideout, V. J. (2005). Generation M: Media in the Lives of 8-18 year-olds. Menlo Park, CA: Kaiser Family Foundation.
Snodgrass, J. G., Lacy, M.G., Denagh, H.J., Fagan, J. & Most, D. E. (2011). Magical flight and monstrous stress: Technologies of absorption and mental wellness in Azeroth. Culture, Medicine and Psychiatry, 35, 26 – 62.
Lavinia McLean & Mark Griffiths (2012) 13