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Krista S

6 Maps of Digital Desires: Exploring the Topography of Gender and Play in Online Games - 1 views

  • Women in many MMOs perceive the game culture rather than the game mechanics to be the primary deterrent to poten-­ tial female gamers
  • On average, respondents spend twenty-­two hours each week in an MMO. The median was twenty hours per week—the equivalent of half a workweek. There were no significant gender or age differences in usage patterns; players over the age of forty play on average just as much as players under the age of twenty
  • While about 27 percent of female players were introduced to the game by a romantic partner, only 1 percent of male players were introduced in this way.
  • ...7 more annotations...
  • Overall, about 25 percent of players play an MMO with their romantic partner. Female players are more likely to be playing with a romantic partner than male players (see figure 6.1). About two-­ thirds of female gamers are playing with a romantic partner, while less than one-­fifth of male gamers are
  • Men are allowed relatively free access to online games, but a woman’s presence in an online game is seen as legitimate only if it occurs via a relationship with a man.
  • It isn’t the case that women play only for socializing or that men play only to kill monsters. On the other hand, there are gender differences in these self-­identified motivations. Male players score higher in the Advancement, Mechanics, and Competition motivations, while female players score higher in the Relationship and Customization motivations. There were very small or no gender differences in the other five motivations—Socializing, Teamwork, Discovery, Role-­Playing, and Escapism.
  • In a recent survey, I asked female gamers about what they saw as potential deterrents to female gamers in the MMO they played. Almost every respondent cited the proportions and clothing options of the female avatars as problematic.
  • To a certain extent, this encourages players to think about women as token spectacles rather than actual players.
  • More important, many female players have learned that it is danger-­ ous to reveal your real-­life gender in MMOs because they will be branded as incompetent and constantly propositioned; In other words, they must either accept the male-­subject position silently, or risk constant discrimination and harassment if they reveal that they are female
  • Also, there are very few other places (in physical or virtual worlds) where high-­school students are collaborating with professors, retired war veterans, and stay-­at-­home moms
Krista S

The demographics, motivations, and derived experiences of users of massively multi-user... - 0 views

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    Male players were significantly more likely to be driven by the Achievement and Manipulation factors, while female players were significantly more likely to be driven by the Relationship factor. Also, the data indicated that users derived meaningful relationships and salient emotional experiences, as well as real-life leadership skills from these virtual environments. MMORPGs are not simply a pastime for teenagers, but a valuable research venue and platform where millions of users interact and collaborate using real-time 3D avatars on a daily basis.
Krista S

Motivations for Play in Online Games - 0 views

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    While these results seem to confirm stereotypical assumptions of gendered play styles, the variation in the achievement component is in fact better explained by age than gender. Also worth noting is that there is a gender difference in the relationship subcomponent but not in the socializing subcomponent, although these two subcomponents are highly related. In other words, male players socialize just as much as female players, but are looking for very different things in those relationships.
becca_hay

Toy choice among boys, girls a matter of monkey business - 1 views

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    Ok guys, this was too good and WAY too interesting to keep to myself!
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