2016
DOI: 10.1108/s0885-211120160000018004
|View full text |Cite
|
Sign up to set email alerts
|

Gamer Girls: Navigating a Subculture of Gender Inequality

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

2
19
0
5

Year Published

2019
2019
2024
2024

Publication Types

Select...
6
1

Relationship

0
7

Authors

Journals

citations
Cited by 20 publications
(26 citation statements)
references
References 37 publications
2
19
0
5
Order By: Relevance
“…From the analysis of the interviews with girls who play, it was possible to notice that characteristics such as Cruelty and Games without interaction, in which one plays individually, were mentioned as negative characteristics that the participants indicated they did not like within a game. This result coincides with previous discussions [Harrison et al 2016, Gao et al 2017, Desai et al 2017, Kafai and Burke 2014, Kaufman et al 2019], in which it was found that girls do not usually identify with games in which there are cruelty, extreme violence, and negative feedback on their actions. Given these characteristics, the games CounterStrike and FreeFire were chosen.…”
Section: Gamebooksupporting
confidence: 92%
See 3 more Smart Citations
“…From the analysis of the interviews with girls who play, it was possible to notice that characteristics such as Cruelty and Games without interaction, in which one plays individually, were mentioned as negative characteristics that the participants indicated they did not like within a game. This result coincides with previous discussions [Harrison et al 2016, Gao et al 2017, Desai et al 2017, Kafai and Burke 2014, Kaufman et al 2019], in which it was found that girls do not usually identify with games in which there are cruelty, extreme violence, and negative feedback on their actions. Given these characteristics, the games CounterStrike and FreeFire were chosen.…”
Section: Gamebooksupporting
confidence: 92%
“…In a complementary way to the study of [Veltri et al 2014], [Harrison et al 2016] identified that, in general, women prefer games of logic and skills training. While playing, women are more likely to make friends, participate in groups, seek help, and recruit new female players, activities that focus on relationships and socialization.…”
Section: Related Workmentioning
confidence: 95%
See 2 more Smart Citations
“…Esta postura es percibida por algunos miembros de las comunidades de videojuegos como una amenaza al statu quo por el que siempre se han visto beneficiados (Kaplan, 2014;Stuart, 2014). Estos eventos, y la prevalencia en la comunidad del estereotipo de la chica gamer (girl gamer) (Harrison, Drenten y Pendarvis, 2016) nos ilustra el preocupante grado de otrificación 1 del género femenino entre algunas comunidades de videojugadores.…”
Section: Introductionunclassified