Gender inequality among champions and players’ reception of gender disproport...IJECEIAES
Designing female character in video game has been criticized as being sexually objectified and underrepresented in quantity (number of characters and their appearance rate in the game) and in quality (take only secondary role and inferior ability statistics given). In this paper, we analyze world leading multiple-user online battle arena game League of Legends to see if previously criticized gender inequality of champions still stands and conduct a survey of 1,403 players of that game and ask how they feel about serious gender disproportion of utility support champions (all females). The result shows that League of Legends still has serious gender disparity in performance parameters and there has been only a small change in 5-year span (2014-2019). The survey result tells us that game players also feel political incorrectness of such gender disproportion, but they accept such gender prototype because they have been taught as such as social role theory explains gender inequality issues.
Tasers, Abortion and Parenting: Behind the Curtain of Policing AmericaJon Hansen
This book takes you behind the curtain of law enforcement in America providing you with a never before look at how police interact with the day-to-day issues of the ordinary citizen.
Tackling some of the most controversial headlines of today, from bullying in our schools to legalizing marijuana as well as the link between abortion and crime and the use of non-lethal force by way of taser, you may either love or hate this book, but you will definitely be entertained.
What a fascinating read. It’s going to rile folks up as well as having many people yell “Amen!”
Larry Winget, Television personality and five times New York Times/Wall Street Journal bestselling author of “Your Kids Are Your Own Fault” and “The Idiot Factor”
Buy Now for $9.95 @ http://www.lulu.com/product/ebook/tasers-abortions-and-parenting-behind-the-curtain-of-policing-america/15899242
Contents
Preface to Tasers, Abortion and Parenting: Behind the Curtain of Policing America 3
Chapter 1 – The Butterfly Effect 4
Chapter 2 - Societal Mores and the Emergence of the Modern Day Police Force 10
Chapter 3 - An Ounce of Prevention is Worth a Pound of Cure 22
Chapter 4 - Drugs is a Dirty Business 33
Chapter 5 - Anesthetised Parenting 45
Chapter 6 - This Is Going To Hurt Me More Than You . . . 53
Chapter 7 – Cyberspace and the Borderless Crime (A Case Diary) 64
Chapter 8 – Policing Terrorism 111
Chapter 9 – Lord of the Flies: A Metaphor for Schoolyard Justice? 121
Chapter 10 – Policing in a Democratic Society 128
Epilogue 140
This essay delves into the facts of the situation Bradley manning faced as a military agent and the circumstances that led him to turn hostile against his own country in the name of humanity.
Gender inequality among champions and players’ reception of gender disproport...IJECEIAES
Designing female character in video game has been criticized as being sexually objectified and underrepresented in quantity (number of characters and their appearance rate in the game) and in quality (take only secondary role and inferior ability statistics given). In this paper, we analyze world leading multiple-user online battle arena game League of Legends to see if previously criticized gender inequality of champions still stands and conduct a survey of 1,403 players of that game and ask how they feel about serious gender disproportion of utility support champions (all females). The result shows that League of Legends still has serious gender disparity in performance parameters and there has been only a small change in 5-year span (2014-2019). The survey result tells us that game players also feel political incorrectness of such gender disproportion, but they accept such gender prototype because they have been taught as such as social role theory explains gender inequality issues.
Tasers, Abortion and Parenting: Behind the Curtain of Policing AmericaJon Hansen
This book takes you behind the curtain of law enforcement in America providing you with a never before look at how police interact with the day-to-day issues of the ordinary citizen.
Tackling some of the most controversial headlines of today, from bullying in our schools to legalizing marijuana as well as the link between abortion and crime and the use of non-lethal force by way of taser, you may either love or hate this book, but you will definitely be entertained.
What a fascinating read. It’s going to rile folks up as well as having many people yell “Amen!”
Larry Winget, Television personality and five times New York Times/Wall Street Journal bestselling author of “Your Kids Are Your Own Fault” and “The Idiot Factor”
Buy Now for $9.95 @ http://www.lulu.com/product/ebook/tasers-abortions-and-parenting-behind-the-curtain-of-policing-america/15899242
Contents
Preface to Tasers, Abortion and Parenting: Behind the Curtain of Policing America 3
Chapter 1 – The Butterfly Effect 4
Chapter 2 - Societal Mores and the Emergence of the Modern Day Police Force 10
Chapter 3 - An Ounce of Prevention is Worth a Pound of Cure 22
Chapter 4 - Drugs is a Dirty Business 33
Chapter 5 - Anesthetised Parenting 45
Chapter 6 - This Is Going To Hurt Me More Than You . . . 53
Chapter 7 – Cyberspace and the Borderless Crime (A Case Diary) 64
Chapter 8 – Policing Terrorism 111
Chapter 9 – Lord of the Flies: A Metaphor for Schoolyard Justice? 121
Chapter 10 – Policing in a Democratic Society 128
Epilogue 140
This essay delves into the facts of the situation Bradley manning faced as a military agent and the circumstances that led him to turn hostile against his own country in the name of humanity.
Vasco Faustino – Diretor, Urbanos Press
Apresentação no âmbito do evento "Fórum Business Analytics | A Importância da Área Analítica nas Organizações", que decorreu no dia 20 de abril, 2016.
Alexandre Ramos – Diretor de Organização e Tecnologias de Informação, Lusitânia Seguros
Apresentação no âmbito do evento "Fórum Business Analytics | A Importância da Área Analítica nas Organizações", que decorreu no dia 20 de abril, 2016.
Surface level observations of video game addiction and people .docxmabelf3
Surface level observations of video game addiction and people who identify as “gamers”
may lead to the assumption being made that this activity could lead to self imposed anti-social
behaviour being exhibited. As a group we unanimously shared this opinion that increased video
game consumption time would have a direct correlation to increased anti social behaviors being
exhibited in the individual. We initially formed this idea around personal experience from
observations of self identifying gamer friends of group members as well as from material and
media presented during the 401 lecture including a documentary style film on video game
addiction amongst adolescents in China and the extreme measures parents will take to “cure”
their afflicted child.
Video game access over a fairly recent and short amount of time has drastically changed,
going from only being able to play video games on consoles at home or arcades to now being
able to play high quality multiplayer games virtually anywhere on phones, tablets, and laptop
computers at a moments notice. A byproduct of this change in video game accessibility has
naturally lead to a huge increase in the number of people playing video games, along with
changing the definition of what traditionally might be thought of as a video gamer. By having
constant access to games on cell phones or other portable electronic devices the physical barriers
that might have seperated someone from a game addiction or the ability to play video games in
the past no longer exist. In addition to the ever increasing access to video games there has been
an increase in quantity of games made specifically to addict or entice the player to continue to
come back to the game to spend more and more time playing. This shift in game type and
development has been and is increasingly pushed by subscription models and in game currencies
to generate increased revenues for developers. These are just a few of the contributing factors we
took into account when formulating our hypothesis on researching if there was any connection
between video game consumption and antisocial behaviors.
With these factors in mind we began to pursue options to best go about researching this
link we had identified. Initially we had suspected there would have been a wealth of data and
prior research done regarding anti social behavior and video game addiction but with further
research we began to realize that while a number of recent studies all covered topics in this realm
they only circled the central aspect of our topic and didn't explicitly go into depth on this
suspected link. We did not get discouraged by this but instead became more empowered to use
the resources we had available to conduct our own research and use the prior research that had
been done to compare our methods and results against and act as a guide to find and remain on
the correct heading in pursuit of uncovering some trut.
First article Shooting in the darkFull TextThe young .docxAKHIL969626
First article : Shooting in the dark:
Full Text
The young men who opened fire at Columbine High School, at the movie theater in Aurora, Colo., and in other massacres had this in common: they were video gamers who seemed to be acting out some dark digital fantasy. It was as if all that exposure to computerized violence gave them the idea to go on a rampage -- or at least fueled their urges.
But did it really?
Social scientists have been studying and debating the effects of media violence on behavior since the 1950s, and video games in particular since the 1980s. The issue is especially relevant today, because the games are more realistic and bloodier than ever, and because most American boys play them at some point. Girls play at lower rates and are significantly less likely to play violent games.
A burst of new research has begun to clarify what can and cannot be said about the effects of violent gaming. Playing the games can and does stir hostile urges and mildly aggressive behavior in the short term. Moreover, youngsters who develop a gaming habit can become slightly more aggressive -- as measured by clashes with peers, for instance -- at least over a period of a year or two.
Yet it is not at all clear whether, over longer periods, such a habit increases the likelihood that a person will commit a violent crime, like murder, rape, or assault, much less a Newtown-like massacre. (Such calculated rampages are too rare to study in any rigorous way, researchers agree.)
"I don't know that a psychological study can ever answer that question definitively," said Michael R. Ward, an economist at the University of Texas, Arlington. "We are left to glean what we can from the data and research on video game use that we have."
The research falls into three categories: short-term laboratory experiments; longer-term studies, often based in schools; and correlation studies -- between playing time and aggression, for instance, or between video game sales and trends in violent crime.
Lab experiments confirm what any gamer knows in his gut: playing games like "Call of Duty," "Killzone 3" or "Battlefield 3" stirs the blood. In one recent study, Christopher Barlett, a psychologist at Iowa State University, led a research team that had 47 undergraduates play "Mortal Kombat: Deadly Alliance" for 15 minutes. Afterward, the team took various measures of arousal, both physical and psychological. It also tested whether the students would behave more aggressively, by having them dole out hot sauce to a fellow student who, they were told, did not like spicy food but had to swallow the sauce.
Sure enough, compared with a group who had played a nonviolent video game, those who had been engaged in "Mortal Kombat" were more aggressive across the board. They gave their fellow students significantly bigger portions of the hot sauce.
Many similar studies have found the same thing: A dose of violent gaming makes people act a little more rudely than they would otherwise, at le ...
Last Name 1Student’s NameBrady AllenEnglish 102-36 Feb.docxsmile790243
Last Name 1
Student’s Name
Brady Allen
English 102-3
6 February 2009
Argumentative Research Paper Proposal: Do Violent
Video Games Potentially Lead to Real-life Violence?
Video games, be it console (Playstation, XBOX, etc.) or computer-based, are commonplace in the American household. Through these games, some say children and teens often learn some valuable life skills and develop hand-eye coordination and argue that the problem with child and teen violence is not a result of these games, but rather a deterioration of the family unit and failure to keep an open line of communication between children and parents. Others say that kids’ obsession with the fantasy of video games disrupts their view of reality and can cause inappropriate behavior, including the carrying out of aggressive or violent acts. Often, this debate hinges around the idea of children being desensitized from the violent and deviant acts they simulate in a video game versus the crimes they can commit in real life. Yet another angle is this: some parents believe competitive and sometimes aggressive behaviors are traits they want their children to have exposure to because they view these characteristics as vital tools for later situations in life. They explain that the ability to play violent video games provides a potential outlet for the frustrations of being a teen, thereby allowing their children to experience violence through a game, rather than pursue real life crime or acts of deviance.
All sides to this argument make legitimate and valid points. However, there is a middle ground that needs to be considered: that violent video games or video games that glamorize lawbreaking and disrespect can act as accelerants; kids who already have issues and instability of mind can be influenced or warped past the breaking strain by such content. There is evidence that violent video games cause increased aggression in their player base, which can lead to real life crime because some teenagers cannot distinguish between virtual reality and actual reality, because they are at a crucial point in life where mental and social development is shaping their personalities and roles in society, and because they sometimes feel they have no one to turn to, so they become obsessively engrossed in this “alter” reality that becomes a virtual role model.
Some questions that need to be addressed in relation to this topic to further shape the working thesis: Do players of violent video games have increased aggression over those of less violent video games, and are the games the cause or just what more aggressive personalities migrate toward? Do these games truly help with life-skills? Does the play of violent video games desensitize teenagers to potential real-life situations, making them less apt to value human life? What type of violence is exhibited by these teenagers that apparently show increased aggression? What have some U.S. states done to prohibit the sale of violent video games? Can th ...
Name Jassim alqattanTopic claims that video games lead to viol.docxrosemarybdodson23141
Name: Jassim alqattan
Topic: claims that video games lead to violence
Date: October 28, 2013
Document type: Article
Source: “ Claims that video games lead to violence.” theguardian.com. September 20, 2013
http://www.theguardian.com/science/brain-flapping/2013/sep/20/video-games-cause-violence-claims-cause-violence
Summary:
According to the article of the guardian.com, which focuses on the claims that video games lead to violence by Dean Burnett. Video games are the cause of violence that is what the media says when a school shooting happens. Video games are always blamed on those acts. Recent studies have shown that video games really do cause violence. Dr Mario Vance conducted a longitudinal study that monitors the anger levels of gamers and the results have shown that there is an increase in aggression and anger levels. The media claims that gamers can’t distinguish between fantasy and reality, but the research proves that there isn’t enough evidence to support that claim. In addition, some people such as Roy Parker are against video games and think that video game should be banned, because of the blood and violence that they show.
Quotations:
"It's ridiculous that they're even allowed. I don't want my children growing up in a world where horrible stuff like that is just out there where anybody can come across it and be damaged by it."
"A bias is one thing, but turning a brutal and deadly shooting into an excuse to attack a tenuously linked entertainment medium? That borders on pathological."
"The media's main concern appears to be that enthusiastic gamers can't differentiate between games and the real world, so violent games will result in violent behaviour. But anyone who has the cognitive faculties to purchase, set up and operate modern games consoles won't have trouble differentiating between a cartoonish fantasy world and reality."
Paraphrasing:
Original paragraph:
Dr Vance and his colleagues assessed daily reports submitted by willing gamers as to their aggression levels and violent tendencies, and over 90% of subjects reported dramatic increases in anger and violent inclinations whenever they viewed a news story that associated video games and violent behavior. The remaining subjects were not included as they were typically too busy punching walls or screaming incoherent threats at traffic. The media's main concern appears to be that enthusiastic gamers can't differentiate between games and the real world, so violent games will result in violent behavior. But anyone who has the cognitive faculties to purchase, set up and operate modern games consoles won't have trouble differentiating between a cartoonish fantasy world and reality.
Paraphrased paragraph:
Dr Vance and his team receive daily reports that video gamers do daily, those reports are about the gamers levels of aggression and violence, and a huge amount of gamers have had a big increase in the level of violence, aggression and anger when they saw an article in a newspap.
The Indian economy is classified into different sectors to simplify the analysis and understanding of economic activities. For Class 10, it's essential to grasp the sectors of the Indian economy, understand their characteristics, and recognize their importance. This guide will provide detailed notes on the Sectors of the Indian Economy Class 10, using specific long-tail keywords to enhance comprehension.
For more information, visit-www.vavaclasses.com
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
This is a presentation by Dada Robert in a Your Skill Boost masterclass organised by the Excellence Foundation for South Sudan (EFSS) on Saturday, the 25th and Sunday, the 26th of May 2024.
He discussed the concept of quality improvement, emphasizing its applicability to various aspects of life, including personal, project, and program improvements. He defined quality as doing the right thing at the right time in the right way to achieve the best possible results and discussed the concept of the "gap" between what we know and what we do, and how this gap represents the areas we need to improve. He explained the scientific approach to quality improvement, which involves systematic performance analysis, testing and learning, and implementing change ideas. He also highlighted the importance of client focus and a team approach to quality improvement.
We all have good and bad thoughts from time to time and situation to situation. We are bombarded daily with spiraling thoughts(both negative and positive) creating all-consuming feel , making us difficult to manage with associated suffering. Good thoughts are like our Mob Signal (Positive thought) amidst noise(negative thought) in the atmosphere. Negative thoughts like noise outweigh positive thoughts. These thoughts often create unwanted confusion, trouble, stress and frustration in our mind as well as chaos in our physical world. Negative thoughts are also known as “distorted thinking”.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
Ethnobotany and Ethnopharmacology:
Ethnobotany in herbal drug evaluation,
Impact of Ethnobotany in traditional medicine,
New development in herbals,
Bio-prospecting tools for drug discovery,
Role of Ethnopharmacology in drug evaluation,
Reverse Pharmacology.
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
How to Create Map Views in the Odoo 17 ERPCeline George
The map views are useful for providing a geographical representation of data. They allow users to visualize and analyze the data in a more intuitive manner.
Home assignment II on Spectroscopy 2024 Answers.pdf
Video Games and Gendered development powerpoint
1. Video Games and Gendered Behavioral Development of Adolescents A study by Raymond Beehler Erica Dixon, SOC 235 Gender Roles: Diversity 08/16/2010
2. Why I am interested in this subject: I played a lot of video games as a youth, and am curious how it may have affected my gendered development My brother is currently in his teens and also plays a lot of video games, many of them masculine stereotypical in nature. I’m curious how this effects him. I am curious how video games affect gendered development of other children in the world and how it influences society The subject has not received much attention, instead most of the focus has been on video games has focused on masculine-stereotypical violent games, , the feminine side is either ignored or discarded. Furthermore, most studies done in this subject are not peer reviewed or reputable, many are opinion pieces (at least in our databases like Ebsco and Proquest)
3. Some Background info Many articles have been written about video game violence and how it supposedly effects youth behavior, but I am for the purpose of this study ignoring non peer-reviewed sources and opinion pieces. There are very few (if any) peer reviewed studies in Ebsco or Proquest that focus on gender in particular. This is disturbing because studies find more than 92% of children play video games, many of them violent. This percentage is huge and the impact on gender development could be occurring on a societal level.
4. Some more background info The attention from the media is mostly due to public outcry from shootings such as the tragedy at Columbine High. The media was quick to point out that the people responsible for the Columbine shooting had been playing violent video games such as DOOM, a game with very masculine-stereotypical behavior. The media (and most opinion articles) completely ignored the fact that DOOM and similar games of this vein were in fact played by a very large portion of the adolescent population. Since the vast majority of our children have not participated in a shooting of any sort, it would be reasonable to conclude that this connection is weak at best.
5. Ok, how does this relate to gender? While it is unlikely that video games directly correlate to violent acts, we also can’t dismiss their influence entirely. One could theorize that a game that induces masculine or violent behavior in an individual may with over-exposure actually create a more aggressive personality. There is no conclusive study that completely verifies or dismisses this claim. Furthermore, I could find no study that actually examined the gendered behavior of adolescent individuals imediately after playing a gender-stereotypical video game in our available databases. If I could establish such a link in even a small study, this might add some credibility to the above theory, and indicate it is not to be completely dismissed.
6. My Hypothesis In games that have stereotypical roles, I hypothesize the roles presented in the video game will reinforce stereotypical gender behavior in adolescents. That is to say, video games that portray men as violent, and more prone to solve video game objectives via physical force will reinforce the same such behavior in those playing and watching the game, particularly in boys. Likewise, games that emphasize stereotypical female behavior (social activities and other bonding type behaviors) will reinforce that behavior in females playing the game. I furthermore predict females will spend more time playing feminine targeted games while males will spend more time playing games targeted towards a masculine audience.
7. Meet the study group I decided it would be best to keep the study group anonymous, as some individuals may find it embarrassing to be labeled a particular stereotypical gender. To this end each individual was assigned a unique “secret” number known only by me and the participant. 15 numbers were issued for 15 participants, 10 of whom were male and 5 of whom were female. Age data was also collected, but no further information was requested. The study group will appear on the next slide in no particular order (it is intended to be as random as possible)
9. Methods… In my experiment, all participants were observed for a period of 30 minutes. 30 minutes counted as a “session” during which any number of “events” could be recorded. Events were weighted based on the level of friendliness or aggressiveness (my attempt to quantify what usually is an objective set of behaviors), and the tally was added up and input with as much information as possible into a relational database via a laptop on the monitoring site. The individuals were aware they were being watched, but not aware of the purpose of the study. They only knew it was for a school assignment. The subjects consented to having data logged, but the types of data being logged were not disclosed. Sessions had to be at least 30 minutes long to be counted.
10. The Data… The data was stored in a Sqlite database integrated inside a custom application. In terms of raw data, 79 events were recorded spanning over 21 sessions. Other attributes were recorded in related tables managed via a custom program made for this purpose. The total amount of “records” or entries spans over 500 “rows” of data in over 15 “columns”. The data was designed to be made accessible so it could be used by future studies with more resources. The program used to input the data is fairly hard to use and an eventual goal was always to simplify it so non-computer experts could use it to read the raw collected data in unique ways. This goal should have been attained by the time you read this. (You don’t have to understand this, it’s just cool)
11. Examining all that data! The first question I had was which individuals exhibited the most masculine or feminine behavior. To that end, a “query” was run on the logged data to tally all events and tally the sum of their associated weights. Feminine actions counted as a negative weighted value, while masculine actions were counted as a positive weighted value. In keeping with this, individuals graphed to the left are considered “feminine,” while individuals graphed to the right are considered “masculine.” The table returned by our database is presented on the following slide, gender values color coded pink (F) and blue (M) and the associated individuals ID number presented on the left:
13. Looking deeper… The second question I had looking at the previous chart was whether individuals who crossed the stereotypical “gender-boundary” of their physical sex were viewed negatively or picked on by other members of the group, since a slight majority adhered to gender typical behavior during gameplay. To this end another query was run, this time determining the most “victimized” individuals (that is, the individuals who had the most targeted negative actions directed at them). It was instructed to present the data as a table. The following table was returned:
14. Who’s the victim? The data on the first bar graph showed us that individuals 2,7,13,14 crossed gender typical boundaries. None of these appear as the recipient to an aggressive act, indicating a high level of tolerance. The largest recipient of aggression was actually the most gender stereotypical member of the whole group of the study, member 1, who is a very stereotypical masculine male according to observed events.
15. What does that mean?! This indicates that although gender-stereotypical behavior is what the majority of individuals adhere to, it does not enjoy a very large majority. The difference in net weighted behavior is highly unpredictable and seems to depend on the individual. Also, many individuals cross over or ignore the gender-typical boundary with little or no negative consequences in our study. The next question we need to answer is what games do males and females prefer? Also, what is the aggression level associated with each game. This will allow us to determine if a sex spends more time with a gender-typical game than other games. To figure this out, 2 queries were run, one to determine how many sessions all members of a particular sex spend with each game, and another to determine the sum of the weighted aggressive events from all the individuals who had ever played that game. The following compound chart was generated:
16. The chart shows us that the least masculine game by a massive margin is World of Warcraft, but even so a group of males far exceeding the size of the female group play it. ‘Zoo Tycoon’ is the female sex’s favorite game, and it is the only game where females exceed male players. It’s aggression index is also low, but not nearly as low as WoW.
17. Putting it all together: From the data, it is immediately apparent that there is little correlation between behavior and the games played by this study group. However, it is interesting to note that based on the data, regardless of actual behavior, females prefer to play games with a lower net aggression index exhibited by all participants. This would indicate that females prefer more “feminine” games and males seem to prefer more “masculine” games. This however is only a trend and not a rule; there are numerous exceptions such as the case of World of Warcraft having a huge femininity rating while retaining a larger number of male players. The trend however is that females seem to avoid masculine games, and males seem to avoid feminine games. In general individuals like to stick to their stereotypical market.
18. A Conclusion? Unfortunately, this study is hardly conclusive. My original hypothesis was pretty much shattered, and the only part of it that survived were my thoughts regarding gender preferences to stereotypical-gender games. This was identified as a ‘potential trend’ but hardly a solid or consistent one. In the end, there are still many unanswered questions that I do not have the available data or resources to answer here. I can say that in this study it seems video games have little influence on individual behavior and behavior would appear to be more random than anything else. I can not claim this entirely refutes the “violent-video-games=violent-behavior” theory, as violent games did seem to induce violent behavior (often regardless of gender, but only on a limited scale. At the moment the trend is not strong enough to either refute or confirm any theory I sought to answer with this study.
19. A total waste of time? Not quite… One interesting thing to note here is the success of the apparently highly feminine game titled “World of Warcraft” with both sexes. This game comes closer to being equally effective on both target gendered markets than any game I recorded when male to female ratio is accounted for. Interestingly enough, it also records as highly feminine, perhaps because it is an multiplayer title and rewards teamwork, regardless of an individuals sex? It’s also interesting to note females tend to spend less time on games than males, another phenomena I can only speculate on given my limited resources. Another study is definitely called for, and while this present study is inconclusive it is hardly a what one would call a “waste of time”. The projects data remains available for study in a highly accessible free database format, and contains an excellent record of real world statistics on the matter. While the sample size is small and perhaps a bit biased, it most definitely has its uses to provide a foundation and direction for future research.
20. Your turn? Any help that could be provided in furthering this field of study is more than welcome, and all the resources and data I have gathered are yours to work with. Maybe this question will be answered by someone else, maybe even you? I’d really encourage you to look into your own resources and see if you can’t uncover any sort of explanation for some of the interesting gender-behavioral anomalies discovered here. Of course it would be fulfilling to see my research put to use in a productive fashion, but more importantly, I want answers… Don’t you?
21. Thanks for listening! Thanks for enduring my long blocks of text, tables, and graphs. I am hardly a PowerPoint expert and just tried to get the raw data across in as “human” a context as possible, I hope I succeeded. This projects data and files are freely available upon request. If you would like to get access to the complete “report” including the SQLITE database files, associated full report document, tables, graphs and programs please send an email to 21GunSoftware@comcast.net. Limited support on how to use the database and software is may be provided if I have time (I am a full time student!) Thanks for reading! -Raymond Beehler