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RESEARCHING FEMALE GAMERS:HOW AND WHY
BY: JOSH HENTON
FACULTY ADVISOR: PROF. NICOLAS SIMON
• Beavis points out how the view point of gender as a binary and can
affect women who identify as gamers, “the binary conception of
femininity and masculinity that shapes the intelligibility of the ‘girl’
gamer was both limiting and enabling for these young women.”
(Beavis, and Charles 2007; 7-14).
• The importance of gender when identifying oneself as a gamer is
one of the most important issues when it comes to gamer identity.
This explains the lack of female gamers, it’s not because females
don’t like playing games, it’s because of the labeling of gamer as a
male label.
• Being a gamer is not just based on ones sexuality, gender, or race, it
depends on the social environment one surrounds themselves with,
and the social ramifications of identifying as a gender. “The
attributed gamer identity in the network was positively associated”
(Grove, Courtois, Looy 2015; 350), therefore if one identifies
themselves as a gamer then the group that they associate
themselves with socially is a gamer group. This shows the
importance of gamer identity is not just a personal identification,
but also an external expression of identity.
• The gamer identity also brings together people who share the same
interest in “’LAN’ Cafes as sites where on and off-line practices meet
in wat that complicates binary notions of the gendered gamer”
(Beavis, and Charles 2007; 691). These LANS are usually
‘sanctuaries’ for the male gamer, which are being ‘invaded’ by the
girl gamer. The gaming community is a tight group and whenever
the community feels as if a group, that does not belong is being
brought, the main gamers backlash with language. The exclusivity
of the gamer group is representative of the stereotype of the male,
heterosexual, white gamer as the neutral gamer, and all other types
of gamers are the outliers.
•
• Gamer identity is relatively new, and forward many stereotypes
against gamers. They are presented as being sexist, racist and
homophobic. The gamer identity focuses on the media’s perception
of gamers which present them as White, heterosexual, and male.
Research focusing on sexuality, gender, and race “disprove the
dominant white, heterosexual, male, teen gamer image”. (Shaw
2015; 29).
. So/thus/therby the question of what exactly constitutes a gamer is
important. Shaw points out that “the marking of gender as a salient
category through research and marketing, however, more directly
shaped whether interviewees felt invited to take part in the
conversation” (Shaw 2015; 39). Gender is pointed out to be an issue of
gamer identity only when the variable of gender is brought up.
• My research involves:
• Analyzing aspects of gender as a binary.
• Female’s creation of “female gamer”
identity.
• Female’s separation from “female gamer”.
• Violence with the gamer community.
• Identifiers for gamer identity:
• Hours played
• Genre of video games
• Social time spent talking about games.
• Game adjacent interest(websites about
game)
Male
Gamers
55%
Female
Gamers
45%
Column1
Male Gamers Female Gamers
Shaw
• Qualitative Methods based on Interviews with female games on campus ranging from 18-
25 asking questions about their self and group identify.
0.00%
5.00%
10.00%
15.00%
20.00%
25.00%
Series 1
Series 1
Reasons Games are Played
Methodology
Identifiers
Limitations
• One of the major flaws is the specific sample, which is Eastern Connecticut State
University’s students. This will not accurately reflect the entire gamer community, yet the
survey could be used in the future on larger samples.
What do we know about gamers?
Possible Results
Gamers by genderIntroduction
References
• Shaw, Adrienne. 2015. “Do You Identify as a Gamer? Gender, Race, Sexuality, and Gamer
Identity.” New Media & Society 14:28–44
• De Grove, Frederick, Cedric Courtois, and Jan Looy. 2015. “How To Be a Gamer!
Exploring Personal and Social Indicators of Gamer Identity.” Journal of Computer-
Mediated Communication 20:346–61
• Winn, Jillian and Carrie Heeter. 2009. “Gaming, Gender, And Time: Who Makes Time to
Play?” Sex Roles 61:1–13
• Yoon, Gunwoon, Brittany Duff, and Seoungho Ryu. 2013. “Gamers Just Want to Have
Fun? Toward and Understanding of the Onlinegame Acceptance.” Journal of Alied Social
Psychology 43:1814–26
Shaw
) The amount of friends who identify as gamers will increase a girl gamers acceptance as a
gamer
2) If a girl gamer plays more ‘hardcore’ games, she will lose the ‘girl’ identifier.
3) If a girl gamer plays more hours than male gamers, then she will lose the ‘girl’
identifier.
4) If a girl gamer spends more time talking about video games, then she will lose the ‘girl’
identifier.
5) A girl gamer being identified as a gamer, will not share the same negative connotations
Theory and Hypotheses
Research Question
• Qualitative Methods based on Interviews with female games on campus ranging from
18-25 asking questions about their self and group identify.
Population and Sampling
• The population that will be used is college students. This because college students, between age 18-28,
have the most experience with video games, and have the time to play them. The sampling will be from
these college students who play video games, from groups and clubs on campuses that are video game
related.
Analyzing Data
• Use the coded answers in order to analyze the similar experiences that girl gamers experience when
developing the gamer identity.

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CREATE poster

  • 1. RESEARCHING FEMALE GAMERS:HOW AND WHY BY: JOSH HENTON FACULTY ADVISOR: PROF. NICOLAS SIMON • Beavis points out how the view point of gender as a binary and can affect women who identify as gamers, “the binary conception of femininity and masculinity that shapes the intelligibility of the ‘girl’ gamer was both limiting and enabling for these young women.” (Beavis, and Charles 2007; 7-14). • The importance of gender when identifying oneself as a gamer is one of the most important issues when it comes to gamer identity. This explains the lack of female gamers, it’s not because females don’t like playing games, it’s because of the labeling of gamer as a male label. • Being a gamer is not just based on ones sexuality, gender, or race, it depends on the social environment one surrounds themselves with, and the social ramifications of identifying as a gender. “The attributed gamer identity in the network was positively associated” (Grove, Courtois, Looy 2015; 350), therefore if one identifies themselves as a gamer then the group that they associate themselves with socially is a gamer group. This shows the importance of gamer identity is not just a personal identification, but also an external expression of identity. • The gamer identity also brings together people who share the same interest in “’LAN’ Cafes as sites where on and off-line practices meet in wat that complicates binary notions of the gendered gamer” (Beavis, and Charles 2007; 691). These LANS are usually ‘sanctuaries’ for the male gamer, which are being ‘invaded’ by the girl gamer. The gaming community is a tight group and whenever the community feels as if a group, that does not belong is being brought, the main gamers backlash with language. The exclusivity of the gamer group is representative of the stereotype of the male, heterosexual, white gamer as the neutral gamer, and all other types of gamers are the outliers. • • Gamer identity is relatively new, and forward many stereotypes against gamers. They are presented as being sexist, racist and homophobic. The gamer identity focuses on the media’s perception of gamers which present them as White, heterosexual, and male. Research focusing on sexuality, gender, and race “disprove the dominant white, heterosexual, male, teen gamer image”. (Shaw 2015; 29). . So/thus/therby the question of what exactly constitutes a gamer is important. Shaw points out that “the marking of gender as a salient category through research and marketing, however, more directly shaped whether interviewees felt invited to take part in the conversation” (Shaw 2015; 39). Gender is pointed out to be an issue of gamer identity only when the variable of gender is brought up. • My research involves: • Analyzing aspects of gender as a binary. • Female’s creation of “female gamer” identity. • Female’s separation from “female gamer”. • Violence with the gamer community. • Identifiers for gamer identity: • Hours played • Genre of video games • Social time spent talking about games. • Game adjacent interest(websites about game) Male Gamers 55% Female Gamers 45% Column1 Male Gamers Female Gamers Shaw • Qualitative Methods based on Interviews with female games on campus ranging from 18- 25 asking questions about their self and group identify. 0.00% 5.00% 10.00% 15.00% 20.00% 25.00% Series 1 Series 1 Reasons Games are Played Methodology Identifiers Limitations • One of the major flaws is the specific sample, which is Eastern Connecticut State University’s students. This will not accurately reflect the entire gamer community, yet the survey could be used in the future on larger samples. What do we know about gamers? Possible Results Gamers by genderIntroduction References • Shaw, Adrienne. 2015. “Do You Identify as a Gamer? Gender, Race, Sexuality, and Gamer Identity.” New Media & Society 14:28–44 • De Grove, Frederick, Cedric Courtois, and Jan Looy. 2015. “How To Be a Gamer! Exploring Personal and Social Indicators of Gamer Identity.” Journal of Computer- Mediated Communication 20:346–61 • Winn, Jillian and Carrie Heeter. 2009. “Gaming, Gender, And Time: Who Makes Time to Play?” Sex Roles 61:1–13 • Yoon, Gunwoon, Brittany Duff, and Seoungho Ryu. 2013. “Gamers Just Want to Have Fun? Toward and Understanding of the Onlinegame Acceptance.” Journal of Alied Social Psychology 43:1814–26 Shaw ) The amount of friends who identify as gamers will increase a girl gamers acceptance as a gamer 2) If a girl gamer plays more ‘hardcore’ games, she will lose the ‘girl’ identifier. 3) If a girl gamer plays more hours than male gamers, then she will lose the ‘girl’ identifier. 4) If a girl gamer spends more time talking about video games, then she will lose the ‘girl’ identifier. 5) A girl gamer being identified as a gamer, will not share the same negative connotations Theory and Hypotheses Research Question • Qualitative Methods based on Interviews with female games on campus ranging from 18-25 asking questions about their self and group identify. Population and Sampling • The population that will be used is college students. This because college students, between age 18-28, have the most experience with video games, and have the time to play them. The sampling will be from these college students who play video games, from groups and clubs on campuses that are video game related. Analyzing Data • Use the coded answers in order to analyze the similar experiences that girl gamers experience when developing the gamer identity.