This study examines how individual differences in the consumption of computer games intersect with gender and how games and gender mutually constitute each other. The study focused on adult women with particular attention to differences in level of play, as well as genre preferences. Three levels of game consumption were identified. For power gamers, technology and gender are most highly integrated. These women enjoy multiple pleasures from the gaming experience, including mastery of game-based skills and competition. Moderate gamers play games in order to cope with their real lives. These women reported taking pleasure in controlling the gaming environment, or alternately that games provide a needed distraction from the pressures of their daily lives. Finally, the non-gamers who participated in the study expressed strong criticisms about game-playing and gaming culture. For these women, games are a waste of time, a limited commodity better spent on other activities.
Data from 60 qualitative interviews reveal the presence of racial tensions in 21st-century United States. Black participants expressed experiencing racial prejudice while operating automobiles. White passengers also reported witnessing instances of driving while Black (DWB) while riding with Black drivers. Specifically, White participants reported instances of profiling, where they witnessed Black drivers pulled over by police officers, although no traffic violation occurred. Two themes emerged for Black participants: (a) fear that they would be pulled over, and (b) motivation to "survive" the law enforcement encounter. Participants' experiences insinuate a continued racial tension between Black citizens and White law enforcement officers. While the United States has made valuable strides, we still have prejudices to overcome.
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