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A Female Participant-Observer’s View into How and Why Women Play Shooter Video Games
Unformatted Document Text:  How and Why Women Play Shooters “individual reward, relaxation and reduction of tension, which makes it easier for people to cope with real life problems” 12 , they satisfy one of the social functions of media – that of entertainment. Second, and related to the first, such studies add to a growing area of communication research known as gender studies, providing additional insight into not only biological but also cultural understandings of how men and women respond to entertainment forms differently 13 . Concerns regarding violence in entertainment media enrich such investigations. This project, then, addresses two interrelated questions, namely: How do women participate in shooter video games? And, following this initial question, Why do they play them? The uses and gratifications model founds this exploratory study. Uses and Gratifications: A Brief Overview The uses and gratifications approach specifies that media audiences are proactive in their media content and medium selection, and they hope to derive specific gratifications from their medium involvement. It argues that media audience members are proactive in their media choices and media content consumption, as per varying sets of experiences, desires and motivations. These sets can be collapsed into four general categories, namely surveillance, or the cognitive ordering of the environment; curiosity, or the need to know about particular events or phenomena; diversion, or escape; and personal identity, or sense of self-meaning” 14 . Although the exact date of the model’s origin is debated among media scholars 15 , U&G studies can be grouped into at least three stages of development 16 , and they are directly traceable to the Payne Fund movie studies of the 1920s 17 as well as media studies of the 1940s and 1950s. At that time, researchers turned from a more passive audience understanding, with questions such as what the media do to people, to a more active 2

Authors: Cantrell, Tania.
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How and Why Women Play Shooters
“individual reward, relaxation and reduction of tension, which makes it easier for people
to cope with real life problems”
, they satisfy one of the social functions of media – that
of entertainment. Second, and related to the first, such studies add to a growing area of
communication research known as gender studies, providing additional insight into not
only biological but also cultural understandings of how men and women respond to
entertainment forms differently
. Concerns regarding violence in entertainment media
enrich such investigations.
This project, then, addresses two interrelated questions, namely: How do women
participate in shooter video games? And, following this initial question, Why do they
play them? The uses and gratifications model founds this exploratory study.
Uses and Gratifications: A Brief Overview
The uses and gratifications approach specifies that media audiences are proactive
in their media content and medium selection, and they hope to derive specific
gratifications from their medium involvement. It argues that media audience members are
proactive in their media choices and media content consumption, as per varying sets of
experiences, desires and motivations. These sets can be collapsed into four general
categories, namely surveillance, or the cognitive ordering of the environment; curiosity,
or the need to know about particular events or phenomena; diversion, or escape; and
personal identity, or sense of self-meaning”
.
Although the exact date of the model’s origin is debated among media scholars
,
U&G studies can be grouped into at least three stages of development
, and they are
directly traceable to the Payne Fund movie studies of the 1920s
as well as media studies
of the 1940s and 1950s. At that time, researchers turned from a more passive audience
understanding, with questions such as what the media do to people, to a more active
2


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