Women and games: technologies of the gendered self

被引:81
|
作者
Royse, Pam [1 ]
Lee, Joon
Undrahbuyan, Baasanjav
Hopson, Mark
Consalvo, Mia
机构
[1] Ohio Univ, Sch Commun Studies, Athens, OH 45701 USA
[2] Kutztown State Univ, Kutztown, PA 19530 USA
[3] Bowie State Univ, Bowie, MD 20715 USA
[4] Michigan Technol Univ, Houghton, MI 49931 USA
[5] George Mason Univ, Fairfax, VA 22030 USA
关键词
digital games; Foucault; gender; identity; play; technology; video games; women;
D O I
10.1177/1461444807080322
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
摘要
This study examines how individual differences in the consumption of computer games intersect with gender and how games and gender mutually constitute each other. The study focused on adult women with particular attention to differences in level of play, as well as genre preferences. Three levels of game consumption were identified. For power gamers, technology and gender are most highly integrated. These women enjoy multiple pleasures from the gaming experience, including mastery of game-based skills and competition. Moderate gamers play games in order to cope with their real lives. These women reported taking pleasure in controlling the gaming environment, or alternately that games provide a needed distraction from the pressures of their daily lives. Finally, the non-gamers who participated in the study expressed strong criticisms about game-playing and gaining culture. For these women, games are a waste of time, a limited commodity better spent on other activities.
引用
收藏
页码:555 / 576
页数:22
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