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A Female Participant-Observer’s View into How and Why Women Play Shooter Video Games
Unformatted Document Text:  26 Severin, W. J., & Tankard, J. W., Jr. (2001). Communication theories: Origins, methods, and uses in the mass media, 5 th ed. Addison, Wesley Longman, Inc.: NY, pp. 297-298. 27 Ruggiero, T. E. (2000, Jan. 1). Uses and gratifications theory in the 21 st Century. Mass Communication & Society, 3 (1),1520-5436. 28 More than six visits occurred, but the researcher could only observe shooter game activity when couples were present to play the games. 29 For example, during one of the observation visits, one of the presidential debates was aired. Many had gathered at the location to watch TV as well as to eat and play games. Big sporting events – such as the local university’s football games – also brought more gamers to the site. 30 Jorgensen, D. (1989). Participant Observation: A Methodology for Human Studies. SAGE Publications: Newbury Park, CA, 55. 31 These women included women around the age of the researcher. 32 Jorgensen, D. (1989). Participant Observation: A Methodology for Human Studies. SAGE Publications: Newbury Park, CA, 88. 33 Geertz, C. (1973). Thick description: Toward an interpretive theory of culture, in The Interpretation of Cultures. Basic Books: New York, 3-30. 34 This experience is from the fourth observation period. 35 The woman is probably referring to the tickets some of the games give once one finishes playing that are redeemable for merchandise. 36 This observation is from the sixth observation period. 37 Researcher’s observation notes, sixth observation period. 38 This was noted during the sixth observation period. 39 This was noted during the fourth observation visit. 40 This was noted during the fifth observation period. 41 Lucas, K., & Sherry, J. L. (2004, Oct.) Sex differences in video game play: A communication- based explanation. Communication Research, 31 (5), 499-523. 42 Informal interview after third observation visit. 43 This girl-girl couple was one of the only ones observed during the observation periods. 44 Noted during sixth observation visit. 45 Braun, C. M, Goupil, G., Giroux, J. and Chagnon, Y. (1986) Adolescents and microcomputers: Sex differences, proxemics, task and stimulus variables. The Journal of Psychology, 120 (6), 529-542. 46 Braun, C. M, Goupil, G., Giroux, J. and Chagnon, Y. (1986) Adolescents and microcomputers: Sex differences, proxemics, task and stimulus variables. The Journal of Psychology, 120 (6), 537. 47 Sean, S. (2000, Sept. 1). Video games and simulation. Women & Language, 23 (2) 8755-4550. 48 Gunther, A. C., & Storey, J. D. (2003, June). The influence of presumed influence. Journal of Communication, 199-215. 49 Holbert, R. L., & Stephenson, M. T. (2003, Dec.). The importance of indirect effects in media effects research: Testing for mediation in structural equation modeling. Journal of Broadcasting & Electronic Media, 559. 50 Brown, R. M., Hall, L. R., Holtzer, R., Brown, S. L., & Brown, N. L. (1997). Gender and video game performance. Sex Roles, 36 (11/12), 793-812. 51 Brown, R. M., Hall, L. R., Holtzer, R., Brown, S. L., & Brown, N. L. (1997). Gender and video game performance. Sex Roles, 36 (11/12), 793-812. 52 McLean, B., Burke, D. (2005, Aug. 22). Sex, lies and videogames. Fortune, 152 (4), 66-70; Kushner, D. (2005, Aug. 11). Sex, lies and video games. Rolling Stone, 980, 41-42; Breeding evil. (2005, Aug. 6). Economist, 376 (8438), 9; Levy, S. (2005, Aug. 1). Sex, secret codes and videogames. Newsweek, 146 (5), 14; and Nagourney, A. (1999, Dec. 22). Hillary Clinton seeks uniform sex and violence rating for a range of media. New York Times, 149 (51744), B5. 53 Dietz, T. L. (1998). An examination of violence and gender role portrayals in video games: Implications for gender socialization and aggressive behavior. Sex Roles, 38 (5/6), 425-442. 54 Wood, D. B. (1999, May 7). Gauging the effects of violent video games. Christian Science

Authors: Cantrell, Tania.
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background image
26
Severin, W. J., & Tankard, J. W., Jr. (2001). Communication theories: Origins, methods, and uses
in the mass media, 5
th
ed. Addison, Wesley Longman, Inc.: NY, pp. 297-298.
27
Ruggiero, T. E. (2000, Jan. 1). Uses and gratifications theory in the 21
st
Century. Mass
Communication & Society, 3 (1),1520-5436.
28
More than six visits occurred, but the researcher could only observe shooter game activity when
couples were present to play the games.
29
For example, during one of the observation visits, one of the presidential debates was aired. Many
had gathered at the location to watch TV as well as to eat and play games. Big sporting events – such
as the local university’s football games – also brought more gamers to the site.
30
Jorgensen, D. (1989). Participant Observation: A Methodology for Human Studies.
SAGE Publications: Newbury Park, CA, 55.
31
These women included women around the age of the researcher.
32
Jorgensen, D. (1989). Participant Observation: A Methodology for Human Studies.
SAGE Publications: Newbury Park, CA, 88.
33
Geertz, C. (1973). Thick description: Toward an interpretive theory of culture, in The
Interpretation of Cultures. Basic Books: New York, 3-30.
34
This experience is from the fourth observation period.
35
The woman is probably referring to the tickets some of the games give once one finishes playing that
are redeemable for merchandise.
36
This observation is from the sixth observation period.
37
Researcher’s observation notes, sixth observation period.
38
This was noted during the sixth observation period.
39
This was noted during the fourth observation visit.
40
This was noted during the fifth observation period.
41
Lucas, K., & Sherry, J. L. (2004, Oct.) Sex differences in video game play: A communication-
based explanation. Communication Research, 31 (5), 499-523.
42
Informal interview after third observation visit.
43
This girl-girl couple was one of the only ones observed during the observation periods.
44
Noted during sixth observation visit.
45
Braun, C. M, Goupil, G., Giroux, J. and Chagnon, Y. (1986) Adolescents and microcomputers: Sex
differences, proxemics, task and stimulus variables. The Journal of Psychology, 120 (6), 529-542.
46
Braun, C. M, Goupil, G., Giroux, J. and Chagnon, Y. (1986) Adolescents and microcomputers: Sex
differences, proxemics, task and stimulus variables. The Journal of Psychology, 120 (6), 537.
47
Sean, S. (2000, Sept. 1). Video games and simulation. Women & Language, 23 (2) 8755-4550.
48
Gunther, A. C., & Storey, J. D. (2003, June). The influence of presumed influence. Journal of
Communication, 199-215.
49
Holbert, R. L., & Stephenson, M. T. (2003, Dec.). The importance of indirect effects in media
effects research: Testing for mediation in structural equation modeling. Journal of Broadcasting &
Electronic Media,
559.
50
Brown, R. M., Hall, L. R., Holtzer, R., Brown, S. L., & Brown, N. L. (1997). Gender and video
game performance. Sex Roles, 36 (11/12), 793-812.
51
Brown, R. M., Hall, L. R., Holtzer, R., Brown, S. L., & Brown, N. L. (1997). Gender and video
game performance. Sex Roles, 36 (11/12), 793-812.
52
McLean, B., Burke, D. (2005, Aug. 22). Sex, lies and videogames. Fortune, 152 (4), 66-70;
Kushner, D. (2005, Aug. 11). Sex, lies and video games. Rolling Stone, 980, 41-42; Breeding evil.
(2005, Aug. 6). Economist, 376 (8438), 9; Levy, S. (2005, Aug. 1). Sex, secret codes and
videogames. Newsweek, 146 (5), 14; and Nagourney, A. (1999, Dec. 22). Hillary Clinton seeks
uniform sex and violence rating for a range of media. New York Times, 149 (51744), B5.
53
Dietz, T. L. (1998). An examination of violence and gender role portrayals in video games:
Implications for gender socialization and aggressive behavior. Sex Roles, 38 (5/6), 425-442.
54
Wood, D. B. (1999, May 7). Gauging the effects of violent video games. Christian Science


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