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A Female Participant-Observers View into How and Why Women Play Shooter Video Games |
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Abstract:
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This exploratory qualitative analysis employs a uses and gratifications approach to understand how and why women play shooter video games. Findings reveal two umbrella categories for how as Partners in the Game and as those who Stand by Their Friends and one general for why because its fun. Varying levels of participation for how women play include Screamers, Smilers, Blankers and Detachers as well as Loyalists, Traitors and Absentee subdivisions for female gamers. Gender analysis and indirect effects theory suggest yet another public sphere for male dominance in society. Additional research in the areas of direct and indirect medium effects as well as gender studies is called for. |
Most Common Document Word Stems:
game (152), play (80), video (67), women (61), shooter (51), particip (36), research (35), observ (34), media (33), communic (28), one (27), studi (25), use (23), differ (23), partner (22), femal (20), gamer (20), gender (18), effect (17), sex (17), girl (17), |
Author's Keywords:
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Shooter games, uses and gratifications, gender analysis, indirect effects |
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Association:
Name: International Communication Association URL: http://www.icahdq.org
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Citation:
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MLA Citation:
| Cantrell, Tania. "A Female Participant-Observers View into How and Why Women Play Shooter Video Games" Paper presented at the annual meeting of the International Communication Association, Dresden International Congress Centre, Dresden, Germany, <Not Available>. 2008-10-09 <http://www.allacademic.com/meta/p93165_index.html> |
APA Citation:
| Cantrell, T. "A Female Participant-Observers View into How and Why Women Play Shooter Video Games" Paper presented at the annual meeting of the International Communication Association, Dresden International Congress Centre, Dresden, Germany Online <PDF>. 2008-10-09 from http://www.allacademic.com/meta/p93165_index.html |
Publication Type: Conference Paper/Unpublished Manuscript Abstract: This exploratory qualitative analysis employs a uses and gratifications approach to understand how and why women play shooter video games. Findings reveal two umbrella categories for how as Partners in the Game and as those who Stand by Their Friends and one general for why because its fun. Varying levels of participation for how women play include Screamers, Smilers, Blankers and Detachers as well as Loyalists, Traitors and Absentee subdivisions for female gamers. Gender analysis and indirect effects theory suggest yet another public sphere for male dominance in society. Additional research in the areas of direct and indirect medium effects as well as gender studies is called for. |
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| Document Type: |
PDF |
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18 |
| Word count: |
5516 |
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| A Female Participant-Observer’s View into How and Why Women Play Shooter Video Games “All games are different and only when more detailed studies have been carried out will it be possible to generalize [sic] about the impact of gaming.” ~ The Economist1 The videogame industry is the fastest-growing segment of the entertainment media industry2; it has become larger than the box-office receipts for motion pictures and is closing the gap on music sales3. In fact the “…games industry is |
| related to cultural differences – American society stereotypically tending to be more loud than Asian for instance? 56 For instance the “mom” informally interviewed commented openly on the violence while the other women possibly childless discarded the violence as being unreal. Do womanhood experiences uniquely sensitize female audiences? 57 A mixed-methods approach analyzing a content analysis of the video games played along with in- depth interviews of those observed to better understand socio-cultural conditionings would greatly enrich any such |
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