Gaming as a Woman

Author(s):  
Kristen B. Miller

This chapter reports the findings of two surveys taken by players of the video game Rock Band. The purpose of the surveys was to determine what differences, if any, exist between the ways that males and females learn to play the game, are motivated to improve, interact with other players both online and in real life, and interact with other players in online communities for the game. This study suggests that while females do not appear to learn to play this game much differently from males, they are motivated differently and interact with other players differently, and ultimately they have a harder time than males finding a place in the affinity groups that exist for the game, and these findings provide starting points for teachers who intend to use video games and virtual worlds for educational purposes in guarding against creating a “gender gap” between males and females.

2020 ◽  
pp. tobaccocontrol-2019-055300
Author(s):  
Susan Forsyth ◽  
Patricia A McDaniel

BackgroundSince 1972, Philip Morris (PM) has sponsored motorsports. Racing video games are a popular genre among youth and often emulate the branding of their real-life counterparts, potentially exposing youth to tobacco imagery. We examined racing video games for the presence of Marlboro imagery and explored the history of efforts to remove or regulate such imagery.MethodsWe searched the Truth Tobacco Industry documents for relevant documents and used information from video game-related websites and game play videos to identify racing video games that contained Marlboro trademarks and imagery. We also collected information on the Entertainment Software Ratings Board’s (ESRB) tobacco-specific and overall game ratings.FindingsIn 1989, negative publicity surrounding the presence of Marlboro logos in racing games led PM to threaten legal action against two game makers for copyright infringement. PM also launched a media campaign promoting this intervention as evidence of its commitment to youth smoking prevention. Nonetheless, we identified 219 video games from 1979 to 2018 that contained Marlboro trademarks and/or Marlboro-sponsored drivers and livery. Among the games in our sample with an ESRB game rating, all but one received an ‘E,’ indicating appropriateness for everyone, and all but three lacked tobacco content descriptors.ConclusionRacing video games have been and continue to be a vehicle for exposing adolescents to the Marlboro brand. Because voluntary efforts by PM and the video game industry to prevent youth exposure to tobacco brands in video games have been ineffective, USA and international policy-makers should prohibit tobacco content in video games.


Author(s):  
Cristina Cabras ◽  
Maria Laura Cubadda ◽  
Cristina Sechi

This study examines the differences in anxiety, self-esteem, and aggression levels between players of violent and non-violent video game and its connection to gender and age. This survey-based research utilizes survey data from 851 video gamers. The study included 61% men and 39% women. The ages of the participants ranged from 18 to 45. Participants were administered an anonymous survey including demographics, a questionnaire for video game habits, Rosenberg's self-esteem scale, a state anxiety inventory (STAI-S), and the Buss-Perry Aggression Questionnaire (BPAQ). The results revealed significant differences between males and females, as well as between younger and older gamers. Despite the majority of research showing a positive relationship between violent video game exposure and aggression levels, the results suggest that of the preference for a violent video game over a non-violent one is not, in itself, a cause for increased anxiety, self-esteem, and aggression levels.


2016 ◽  
Vol 11 (1) ◽  
pp. 17-32 ◽  
Author(s):  
Rhiannon Bettivia

This article extends previous work known as Preserving Virtual Worlds II (PVWII), funded through a grant from the Institute of Museum and Library Services. The author draws on interview data collected from video game developers, content analysis of several long-running video game series, as well as the project’s advisory board and researcher reports. This paper exposes two fundamental challenges in creating metrics and specifications for the preservation of virtual worlds; namely, that there is no one type of user or designated video game stakeholder community, and that significant properties of games cannot always be located in code or platform. The PVWII data serve to explain why existing ideas about preservation of video games are inadequate when games are treated as digital cultural heritage. Preservation specialists need to bind nebulous and dynamic digital objects, a process that is necessary while inherently artificial.  


2021 ◽  
pp. 122-151
Author(s):  
Sylvia Sierra

This chapter examines how Millennial friends in their late twenties appropriate texts from video games they have played to serve particular social interactive functions in their everyday face-to-face conversations. Speakers use references to the video games Papers, Please, The Oregon Trail, Minecraft, and Role Playing Games (RPGS) to shift the epistemic territories of conversations when they encounter interactional dilemmas. These epistemic shifts simultaneously rekey formerly problematic talk (on topics like rent, money, and injuries) to lighter, humorous talk, reframing these issues as being part of a lived video game experience. Overlapping game frames are laminated upon real-life frames and are strengthened by embedded frames containing constructed dialogue. This chapter contributes to understanding how epistemic shifts relying on intertextual ties can shift frames during interactional dilemmas in everyday conversation, which is ultimately conducive to group identity construction.


PEDIATRICS ◽  
1995 ◽  
Vol 95 (6) ◽  
pp. 949-951 ◽  
Author(s):  

American children and adolescents are being exposed to increasing amounts of media violence, especially in television, movies, video games, and youth-oriented music. By age 18, the average young person will have viewed an estimated 200 000 acts of violence on television alone.1 Video game violence, children's cartoons, and music lyrics have become increasingly graphic. In movies, action films depict anatomically precise murders, rapes, and assaults; with each sequel, the number of deaths increase dramatically.2 Although media violence is not the only cause of violence in American society, it is the single most easily remediable contributing factor.3 According to recent Nielsen data, the average American child views 21 to 23 hours of television per week.4 By the time today's children reach age 70, they will have spent 7 to 10 years of their lives watching television.5 Although movies and video games are more graphic in depictions of violence, television is the single most important medium in the lives of young people (98% of all American house-holds have at least one television set).4 Despite public concern about television violence, the amount of television violence has not changed appreciably in the past two decades: the level of prime-time violence has remained at three to five violent acts per hour, and violence in Saturday morning children's programming ranges between 20 to 25 violent acts per hour.6-8 American media are the most violent in the world, and American society is now paying a high price in terms of real-life violence.9,10 Some people in the entertainment industry maintain that: 1) violent programming is harmless because no studies exist that prove a connection between violence in the media and aggressive behavior in children and 2) young people know that television, movies, and video games are simply fantasy.11


2021 ◽  
Author(s):  
Mohammad Hamzeloo ◽  
Daria Kvasova ◽  
Salvador Soto-Faraco

Prior studies investigating the effects of playing action video games on attentional control have demonstrated improvements on a variety of basic psychophysical tasks. However, as of yet, there is little evidence indicating that the cognitive benefits of playing action video games generalize to naturalistic multisensory scenes - a fundamental characteristic of our natural, everyday life environments. The present study addressed the generalization of attentional control enhancement due to AVGP experience to real-life like scenarios by comparing the performance of action video-game players (AVGPs) with non-players (NVGPs) on a visual search task using naturalistic, dynamic audio-visual scenes. To this end, a questionnaire collecting data on gaming habits and sociodemographic data as well as a visual search task was administered online to a gender-balanced sample of 60 participants of age 18 to 30 years. According to the standard hypothesis, AVGPs outperformed NVGPs in the search task overall, showing faster reaction times without sacrificing accuracy. In addition, in replication of previous findings, semantically congruent cross-modal cues benefited performance overall. However, according to our results, despite the overall advantage in search, and the multisensory congruence benefit, AVGPs did not exploit multisensory cues more efficiently than NVGPs. Exploratory analyses with gender as a variable indicated that the advantage of AVG experience to both genders should be done with caution.


2021 ◽  
Vol 3 (1) ◽  
pp. 19-31
Author(s):  
Tulia Maria Cășvean ◽  
◽  
Vasile Hodorogea ◽  
Ioan Emanuel Cășvean ◽  
◽  
...  

Appling the Gadamer’s filter on video games, reveals that they support an intimate connection with real life, built on basic mimesis of simple and, at the same time, coherent and meticulous realities. Video games are not intrinsically real-world escapism but generate a concrete, contextualized life experience that is ultimately connected to social and material realities (Spiridon, 2013, pp. 64-65). Moreover, experiences gained through video games can contribute, same as television, cinema or novels do, to the creation of perceptions that influence the way people relate to various aspects of life. The pivot of this study focuses on the experience created by the social, cultural context, captured by video games, which allow players to make choices of "life and death". Such choices are even more important in the current pandemic context when some people seem not to clearly understand the potential consequences on their own protection or even own survival. The aim of the research is to open a path for a better understanding of how a video game appreciated by critics and very popular among players, especially during the pandemic (DayZ, produced by Bohemia Interactive in 2013) explores social, cultural issues that can create a favorable context for players to be better equipped for the reality of everyday life. The study will include, besides the analysis of the video game itself, wikis, and walkthroughs, the views of other researchers and professionals working in the video game industry.


Author(s):  
Angelica B. Ortiz de Gortari ◽  
Karin Aronsson ◽  
Mark Griffiths

Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and afterwards (including fantasies, thoughts, and actions). This is what is described as Game Transfer Phenomena (GTP). GTP occurs when video game elements are associated with real life elements triggering subsequent thoughts, sensations and/or player actions. To investigate this further, a total of 42 frequent video game players aged between 15 and 21 years old were interviewed. Thematic analysis showed that many players experienced GTP, where players appeared to integrate elements of video game playing into their real lives. These GTP were then classified as either intentional or automatic experiences. Results also showed that players used video games for interacting with others as a form of amusement, modeling or mimicking video game content, and daydreaming about video games. Furthermore, the findings demonstrate how video games triggered intrusive thoughts, sensations, impulses, reflexes, optical illusions, and dissociations.


Author(s):  
Thalia Remita ◽  
Suryono Herlambang

According to millenials, the usage of internet is a common subject, as internet is also part of their daily life and routines. Together with the existence of internet itself, video games with the basis of using internet called "Electronic Sport" or "E-Sport" has started to born and develop from time to time. In Indonesia, E-Sport has already been recognized as one of the national sport branch, as a result, the demand for E-Sport arena started to rise alongside with the growing amount of E-Sport players in Indonesia.Upon this personal project, the goal is to fulfill the demand of E-Sport arena in Indonesia that is currently lacking. The insufficient amount of E-Sport arena in Indonesia has many potentials to create another complications. For example, in general, E-Sport players prefer to operate their video games at home, therefore, the players are not interacting with each other in real life and starting to become ignorant to the environment around them. Players also tend to develop a careless habit which makes them unable to control the duration of their playing time, hence, it might affect their health condition and career.With the study of typology of arena and using the concept of hybrid architecture, the purpose of E2SA E-Sport arena is being built is to provide E-Sport players a place where they can build connections by interacting with each other in real life. Furthermore, by having a place besides their house, they can control their playtime and health effectively. Finally, E2SA is capable to improve the attribute of Indonesian E-Sport players and produce higher quality players to compete in the international level. AbstrakBagi generasi millennial, penggunaan internet merupakan hal yang umum. Internet merupakan bagian dari kehidupan sehari-hari generasi millennial, dengan keberadaan internet itu sendiri, muncul permainan-permainan berbasis internet yang biasa disebut dengan E-Sport. Electronic Sport atau E-Sports ini khususnya di Indonesia sudah diakui sebagai salah satu cabang olahraga nasional. Perancangan E-Sport Arena dilatar belakangi oleh meningkatnya minat terhadap olahraga E-Sport di Indonesia, proyek ini menjawab problem yang timbul atas permasalahan dan kebutuhan generasi millennial atas olahraga berbasis video game. Problem utama yang ditimbulkan dari permainan E-Sport adalah E-Sport biasanya dimainkan di dalam rumah, sehingga pemain cenderung menjadi tertutup dengan lingkungan sekitar dan menimbulkan kurangnya interaksi dengan orang lain. Pemain juga cenderung kurang beraktivitas dan kurangnya control terhadap waktu sehingga menimbulkan penyakit-penyakit tertentu. E2SA dibangun menggunakan pendekatan metode tipologi arena yang dikembangkan menggunakan kondep arsitektur hybrid untuk menampung minat pemain-pemain E-Sport yang terus berkembang di Indonesia serta mempersiapkan masyarakat Indonesia untuk bertanding di jenjang internasional, dengan menyediakan sarana penunjang bagi pemain agar dapat beristirahat, berolah raga dan membangun koneksi antar pemain E-Sport sehingga pemain dapat diarahkan untuk melakukan kegiatan-kegiatan positif sehingga pemain dapat menjaga kesehatan dan memiliki hubungan sosial yang positif antar pemain sehingga dapat berlatih secara maksimal dan menghasilkan kualitas pemain E-Sport yang berkualitas.


2020 ◽  
Vol 36 (68) ◽  
pp. 088-106
Author(s):  
Jens Kjeldgaard-Christiansen

This article argues that video gaming allows for player-focused (egocentric) moral experience that can be distinguished from the other-focused (allocentric) moral experience that characterizes literature and film. Specifically, a Deweyan perspective reveals that video games aff ord fi rst-personal rehearsals of moral scenarios that parallel how, in real life, individuals mentally rehearse the diff erent courses of moral action available to them. This functional equivalence is made possible because the aesthetics of video games bear unique affinities to the human moral imagination. However, whereas the moral imagination may be limited in terms of the complexity and vividness of its analog imaginings, the ethically notable video game may draw on the medium’s digital capacities in order to stage elaborate and emotionally compelling ethical rehearsals. The article concludes by applying this perspective to the ethically notable video game Undertale.


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