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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.
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.
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  • 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
becca_hay

Sexual Identity Online - M/Cyclopedia of New Media - 1 views

  • Specifically, the opportunity for exaggerated, unreal portrayals of self lead many to question the validity of substantial, and truthful online interaction. As Jordan (1999: 88) argues, “…identity fluidity supports the masquerades and experiments of avatars…the ability to change gender, the ability to contact experts…â€?. In the physical world, such social experiments as playing with the alternation of gender or creating a completely different social background for the purpose of research, become far more complex and are less likely to occur. Alternatively, the Internet offers its users the potential to explore identity more easily and often most importantly, the ability to do so, anonymously.
    • becca_hay
       
      This digital masking can be compared with the actual costuming of actors in the transvestite theater. This is a test run using diigo
becca_hay

Single-Sex Public Education - Children and Youth - Schools - Gender - NYTimes.com - 1 views

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    This goes along with the monkey article I just shared! read both, they're so interesting when shown in eachother's light!
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.
becca_hay

193031_759372088_789375107.pdf (application/pdf Object) - 0 views

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    Great article concerning adolescent identity online.
Neal C

Every Hug, Every Fuss - Scientists Record Families' Daily Lives - NYTimes.com - 0 views

  • Mothers still do most of the housework, spending 27 percent of their time on it, on average, compared with 18 percent for fathers and 3 percent for children (giving an allowance made no difference).
    • Neal C
       
      ungrateful kids
  • the U.C.L.A. project was an effort to capture a relatively new sociological species: the dual-earner, multiple-child, middle-class American household. The investigators have just finished working through the 1,540 hours of videotape, coding and categorizing every hug, every tantrum, every soul-draining search for a missing soccer cleat.
  • One researcher roamed the house with a handheld computer, noting each family member’s location and activities at 10-minute intervals.
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  • puter, noting each family mem
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    This is an interesting article about the way new methods of documentation and archiving allow researchers to collect and code more data than ever before - a "reality TV" paradigm.
Neal C

Every Hug, Every Fuss - Scientists Record Families' Daily Lives - NYTimes.com - 0 views

  • The same cannot be said of the fieldworkers, most of them childless graduate students seeing combat for the first time. “The very purest form of birth control ever devised. Ever,” said one, Anthony P. Graesch, a postdoctoral fellow, about the experience. (Dr. Graesch and his wife have just had their second child.)
  • The couples who reported the least stress tended to have rigid divisions of labor, whether equal or not. “She does the inside work, and I do all the outside, and we don’t interfere” with each other, said one husband.
  • In addition to housework, mothers spent 19 percent of their time talking with family members or on the phone, and 11 percent taking occasional breathers that the study classified as “leisure.” The rates for fathers were 20 percent chatting, and 23 percent leisure — again, taken in fragments.
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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