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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
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
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
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
Present Research
Publicgaming discussion forum.
Favourite games: FPS, RPG, action, horror.
May 2011-May 2012: 409 discussions.
Thematic Analysis
Social
Game/Platform
Miscellaneous
Attitudes/Opinions

                         Lavinia McLean & Mark Griffiths (2012)   5
.


              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
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 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
 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
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
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
“Because its fun!! And exploding
heads are also pretty satisfying!”
             (SF1)




                      Lavinia McLean & Mark Griffiths (2012)   12
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

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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
  • 5. Present Research Publicgaming discussion forum. Favourite games: FPS, RPG, action, horror. May 2011-May 2012: 409 discussions. Thematic Analysis Social Game/Platform Miscellaneous Attitudes/Opinions Lavinia McLean & Mark Griffiths (2012) 5
  • 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