Immersive Virtual Reality Simulation Deployment in a Lean Manufacturing Envir...
Female Video Game Players: A Different Type of Player?
1. Female gamers: A thematic analysis of their
gaming experience
Lavinia McLean & Professor Mark Griffiths
(Nottingham Trent University)
Interactive Technologies and Games: Education, Health and
Disability: Nottingham, 2012.
Lavinia McLean & Mark Griffiths (2012) 1
2. Gender differences in 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
3. Attraction to gaming
Social 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
4. Research on female 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
6. .
ATTITUDES & OPINIONS DISCUSSIONS
Table 1: Main categories identified
within “attitudes/opinions” Inductive thematic
discussions and the corresponding
discussion threads and number of analysis.
replies
Threads Posts Coded into four main
Playing Online 10 297
categories based on title
Characters 13 533 and content.
Gaming Habits 9 329
Coded for actual and
Male vs 11 200
semantic meaning.
Female Three main themes
Totals 43 1359 emerged.
Lavinia McLean & Mark Griffiths (2012) 6
7. 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
8. 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
9. 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
10. 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
11. 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
12. “Because its fun!! And exploding
heads are also pretty satisfying!”
(SF1)
Lavinia McLean & Mark Griffiths (2012) 12
13. 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 sexist 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