Play Preferences and the Gendering of Gaming

The aim of this chapter is to highlight the gender divide in regards to play styles and game preferences. The chapter considers how gender differences in relation to play and preferences reinforce and perpetuate the view that computer games are a male domain and a predominantly male leisure pursuit. Additionally, the authors discuss what makes women, and girls play differently and in what ways the genders differ and why this might be. The chapter also discusses the view of masculinity as the dominant ideology of play within the game industry, with feminine play viewed as “other,” trivialised and marginalised by the mainstream industry.

Games have become an important leisure activity for children and adults, and they are becoming an increasingly important part of our culture as a whole. This chapter gives readers an insight into the impact of computer games both culturally and economically. The chapter also considers the technical impact of computer games and how this might impact the gendered digital divide. For instance, it is often noted that playing computer games can be a gateway to computing careers due to increasing confidence and skills in computing as well as developing an interest in computers due to familiarity. Indeed, computer games and gaming might be an initial introduction for children to digital technologies generally. In turn, developing their confidence and skills in their usage of technology, leading to an increased utilisation and interest in a career in computer science and information technology. All issues are important when considering the gender divide in computer games.


Author(s):  
Michael Barlow

This chapter covers the emerging area of the use of commercial off-the-shelf (COTS) computer games for military, defense and security purposes. A brief background is provided of the historic link between games and military simulation, together with the size and scope of the modern computer game industry. Considerable effort is dedicated to providing a representative sample of the various defense and security usages of COTS games. Examples of current usage are drawn from a range of nations including the United States (U.S.), Australia, Denmark, Singapore and Canada. Coverage is broken into the three chief application areas of training, experimentation and decision-support, with mention of other areas such as recruitment and education. The chapter highlights the benefits and risks of the use of COTS games for defense and security purposes, including cost, acceptance, immersion, fidelity, multi-player, accessibility and rapid technological advance. The chapter concludes with a discussion of challenges and key enablers to be achieved if COTS games are to obtain their true potential as tools for defense and security training, experimentation and decision-support. Aspects highlighted include the dichotomy between games for entertainment and “serious” applications; verification, validation and accreditation; collaboration between the games industry and defense; modifiability, interoperability; quantifying training transfer; and a range of technological challenges for the games themselves.


2016 ◽  
Vol 12 (4) ◽  
Author(s):  
Anna Sochocka ◽  
Magdalena Bednarska ◽  
Iwona Grabska-Gradzińska

AbstractThis paper discusses the level of acceptation of different kinds of computer games and the changes of the attitude depending on the respondents’ knowledge and context of playing activity. The forms of entertainment for the young generations are the extremely popular computer games. The main goal of this paper is to show the attitude of people toward the game industry and the correlation between the ways of spending spare time and the level of acceptation of computer games. The study is based on a questionnaire in which respondents could declare their opinions in open questions. The study included more than 60 parents, both men and women. It is not surprising that, despite the popularity of computer games, they still arouse much controversy, particularly as they relate to children. Collected parents’ opinions give the picture of the most important pros and cons of playing games and the goals and circumstances of the game activity. When respondents have been informed about term “serious games”, they have changed their previous perceptions of computer games, and the acceptance to the children’s activity grows.


Author(s):  
Nick Dyer-Witheford ◽  
Zena Sharman

Abstract: Video and computer games are a burgeoning new media industry with global revenues rivaling those of film and music. This article, reporting on a three-year SSHRC-funded research project, analyzes the political economy of Canadian involvement in the interactive game business. After an overview of companies, ownership, markets and regional distribution, it discusses the developmental dynamics and contradictions of the Canadian industry in terms of capital, state, and labour. It concludes by reviewing different ways these interweaving forces may ‘play out’ and their implications for policy decisions affecting the Canadian video and computer game industry. Résumé : Les jeux électroniques sont une nouvelle industrie médiatique en plein essor dont les revenus mondiaux rivalisent avec ceux des industries du film et de la musique. Cet article, qui rend compte d’un projet de recherche de trois ans financé par le CRHS, analyse l’économie politique de la participation canadienne à l’industrie du jeu interactif. L’article – suivant une vue d’ensemble des compagnies, de leurs propriétaires, des marchés, et de la distribution régionale – traite des dynamiques du développement ainsi que des contradictions de l’industrie canadienne en fonction de capital, état et travail. En guise de conclusion, l’article passe en revue les diverses manières dont ces trois forces interreliées pourront évoluer et l’impact de celles-ci sur les décisions politiques portant sur l’industrie des jeux électroniques au Canada.


2021 ◽  
Vol 10 (78) ◽  

Computer games, which cover a large part of today's entertainment world, are increasingly important in digital media. With the developments in technology, computer game design has moved to different dimensions in the game industry. From a visual point of view, the line between games and real life has become very thin. The fact that the visual features of computer games are creative, unique and innovative beyond the relationship with the genre and main elements of the games brings the concept design of the game to the fore. Concept designers who can blend creative ideas with visual designs are needed in the production of computer games. The fact that concept design, the idea and visual expression at the beginning of the projects are seen as the most important stage in the computer game industry and many business areas, carefully reveals the place of this field in the sector. During the preparation of this study, the limitation of the studies and texts on concept design was seen as a problem. scientific studies on the profession's perception of the concept of design in Turkey could not be found. It is hoped that this study, which examines the current perception of this profession, will serve as a reference to other researches and researchers and contribute to the raising of awareness about this field in the society. Keywords: Concept design, graphic design, job perception, concept art, computer game graphics


2006 ◽  
Vol 27 (2) ◽  
pp. 267-282 ◽  
Author(s):  
Kjetil Sandvik

Abstract Computer games play an important role in the cultural daily life of children, teenagers and adults. This has led to arguments both in the EU and the Nordic countries that computer games should be included in the culture political strategies for financial funding as well as the development of talents for the game industry. Still this has yet to result in culture political efforts and progressive strategies on a larger scale. On the contrary the political initiatives tend to result in restrictions more than efforts being made to encourage and develop the game industry. This article draws a picture of the current culture political situation and criticizes the media skeptical debate for making a poor starting point for formulating a progressive political strategy. It would be more fruitful to have a closer look at the specific characteristics of computer games and how computer games are being played and the role they are playing in the social life of different groups of player. The article outlines ananalytical apparatus for evaluation of quality in computer games.


Author(s):  
January Febro ◽  
Mia Amor Catindig ◽  
Lomesindo Caparida

The digital gender divide is a major challenge that needs to be addressed in developing countries. Thus, the focus of this study is to address the digital il-literacy of girls and women that also fuels the digital gender divide. The goal is to produce an e-learning module that focused on the skills to be measured in assessing ICT skill in Sustainable Development Goals (SDG) 4. This can be used during training as a tool to capacitate participants like marginalized women and girls. The development of this e-module follows the research and development using the 4D model process that begins in define phase, followed by the design of e-learning content and development activities, and lastly disseminate. The impact of the e-learning module was evaluated during ICT literacy training for marginalized women and girls. This study found that utilizing e-learning modules in the development of skills among participants was significant. This study was a humble step towards gaining technological skills of the marginalized girls and women in the Philippine community to-wards ICT4D.


Author(s):  
Eugenia M. W. Ng

The gender differences have long been an issue in computer games, but there is very little empirical research on the behavior and performance of females and males when playing computer games. This chapter discusses an exploratory study that aimed to examine the gender differences between female and male student teachers who played an educational game to learn programming concepts. This study we adopted a self-made educational game called “Game”. Fifteen males and eighteen females finished playing a level of the Game. Female participants spent more time in the Game but their scores were lower. Female and male students also employed different strategies when playing the Game. The findings call for larger and longer research studies and perhaps a re-design of the Game to make it more appealing to females, in order to have a thorough examination on the gender differences when using an educational game to learn.


Author(s):  
Tihana Brkljačić ◽  
Ines Sučić ◽  
Renata Glavak Tkalić ◽  
Anja Wertag ◽  
Lana Lučić

The aim of this research was to study frequencies of playing live and digital games, and to test for gender differences, to identify the most frequently played games, and to explore association between well-being indicators and frequency of playing. We found low positive association between frequency of playing of live and digital games. Most frequently played live games were various card games, and Shooter games were most frequent among digital games. Male participants played more frequently both live and digital games. Male participants played more action and simulation computer games, while female participants preferred puzzles and card games. Internet addiction was positively correlated to the amount of time spent logged on to the internet, and higher levels of loneliness and depression. Participants who played live games more reported lower levels of depression. Participants who played digital games more, spent more time logged to the internet, reported higher levels of internet addiction, but lower levels of depression.


Author(s):  
Michael Barlow

This chapter covers the emerging area of the use of commercial off-the-shelf (COTS) computer games for military, defense and security purposes. A brief background is provided of the historic link between games and military simulation, together with the size and scope of the modern computer game industry. Considerable effort is dedicated to providing a representative sample of the various defense and security usages of COTS games. Examples of current usage are drawn from a range of nations including the United States (U.S.), Australia, Denmark, Singapore and Canada. Coverage is broken into the three chief application areas of training, experimentation and decision-support, with mention of other areas such as recruitment and education. The chapter highlights the benefits and risks of the use of COTS games for defense and security purposes, including cost, acceptance, immersion, fidelity, multi-player, accessibility and rapid technological advance. The chapter concludes with a discussion of challenges and key enablers to be achieved if COTS games are to obtain their true potential as tools for defense and security training, experimentation and decision-support. Aspects highlighted include the dichotomy between games for entertainment and “serious” applications; verification, validation and accreditation; collaboration between the games industry and defense; modifiability, interoperability; quantifying training transfer; and a range of technological challenges for the games themselves.


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