2005
DOI: 10.1177/1046878105282160
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Contexts, gaming pleasures, and gendered preferences

Abstract: In this article, the author explores computer gaming preferences of girls through observations of a games club at an all-girl state school in the United Kingdom. The author argues that gaming tastes are alterable and site specific. Gaming preferences certainly relate to the attributes of particular games, but they will also depend on the player’s recognition and knowledge of these attributes. Players accumulate these competencies according to the patterns of access and peer culture they encounter. The constitu… Show more

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Cited by 110 publications
(78 citation statements)
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References 8 publications
(4 reference statements)
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“…These findings suggest that assumed gender differences in playing styles are often based on socially constructed ideas of male/female preferences and do not necessarily reflect what, where, and how individuals are really playing. For example, previous research has indicated that "gendered preferences" are often based on assumptions that disregard previous playing experience and acquired access to certain game types (Carr, 2005;Hayes, 2005). It must be noted, however, that people enjoying typical genres allied to their gender should not be dismissed as this would re-install a hierarchical distinction between games that belong to gamer subcultural capital and those that do not (Shaw, 2013;van Zoonen, 2000).…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…These findings suggest that assumed gender differences in playing styles are often based on socially constructed ideas of male/female preferences and do not necessarily reflect what, where, and how individuals are really playing. For example, previous research has indicated that "gendered preferences" are often based on assumptions that disregard previous playing experience and acquired access to certain game types (Carr, 2005;Hayes, 2005). It must be noted, however, that people enjoying typical genres allied to their gender should not be dismissed as this would re-install a hierarchical distinction between games that belong to gamer subcultural capital and those that do not (Shaw, 2013;van Zoonen, 2000).…”
Section: Discussionmentioning
confidence: 99%
“…Carr (2005) talks about "the alignment of gaming technology with one gender" (p. 468) as a result of historical practices and economic decisions contributing to the association between masculinity and digital games.…”
mentioning
confidence: 99%
“…Despite a significant increase in online gaming research, much of the research into online gaming has tended to concentrate on MMORPGs apart from studies that have examined gender and type of game played (e.g., Carr, 2005;Ko, Yen, Chen, Chen & Yen, 2005;Feng, Spence & Pratt, 2007;Jansz & Tanies, 2007;Hartmann & Klimmt, 2006;Joiner, Iacovides, Owen, et al, 20011).…”
Section: Introductionmentioning
confidence: 99%
“…Ok further adds to this observation noting, "Many women see online and offline game worlds as constructions of masculine space and feel social restraints or societal pressure in navigating these worlds, and they feel comfortable with mobile games" (Ok 2011: 334). Bryce and Rutter (2002) and Carr (2005) similarly note the gendered nature of many public game spaces as potentially con-tributing to the lower visibility and/or uptake of gaming by female players. Social games by contrast are most frequently played alone and on private devices such as tablets, smart phones and computers and therefore are potentially more discrete and private activities.…”
Section: Discussionmentioning
confidence: 99%