2016
DOI: 10.1016/j.chb.2016.02.020
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“Girls can't play”: The effects of stereotype threat on females' gaming performance

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Cited by 84 publications
(65 citation statements)
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References 70 publications
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“…Because videogames are popularly perceived and reiterated as a male space (Hartmann and Klimmt 2006;Salter and Blodgett 2012), it has been argued that male gamers are often afforded higher status and higher perceived competence than female gamers (Kaye and Pennington 2016). Although women are often able to remain hidden or anonymous in gaming environments (Cote 2015;McLean and Griffiths 2013), it is likely that when women reveal their sex, their legitimacy and competence are questioned.…”
Section: Female Gaming Researchmentioning
confidence: 99%
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“…Because videogames are popularly perceived and reiterated as a male space (Hartmann and Klimmt 2006;Salter and Blodgett 2012), it has been argued that male gamers are often afforded higher status and higher perceived competence than female gamers (Kaye and Pennington 2016). Although women are often able to remain hidden or anonymous in gaming environments (Cote 2015;McLean and Griffiths 2013), it is likely that when women reveal their sex, their legitimacy and competence are questioned.…”
Section: Female Gaming Researchmentioning
confidence: 99%
“…They found that gamer identity, trait competitiveness, and playing habits impact the experience of social identity threat. A study by Kaye and Pennington (2016) further indicated the negative impact of stereotype threat on females' experience of gaming, and found that it led to females' underperformance on the gaming task, relative to males in the control condition. Similar findings have been reported with impact on females' skill perception and wellbeing (Vermeulen et al 2014), and performance (Vermeulen and Looy 2016).…”
Section: Female Gaming Researchmentioning
confidence: 99%
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“…For instance, women who are reminded of their gender identity before a cognitive ability test (e.g., a math test) tend to perform worse than women who receive no such reminder (for a meta-analytic review of this literature, see Nguyen & Ryan, 2008). Both Vermeulen, Castellar, Janssen, Calvi, and Looy (2016) and Kaye and Pennington (2016) found that gaming performance for women could be negatively affected by evoking the "girls can't play" stereotype; as such, stereotype threat might play a role in reported performance differences between the genders. In conclusion we can suggest that, as with time-investment, the male gamer stereotype is only accurate if we restrict our sample to highly Preprint of the publication Paaßen et al (2016).…”
Section: Skillmentioning
confidence: 99%
“…6,11 Hypotheses concerning specific differences should not be based on the current discourse for the simple fact that these are likely to have been derived from stereotypes, which are often inaccurate when compared to selfreport measures. 12,13 Any subsequent hypotheses concerning markers of smartphone ownership should instead be considered in the context of brand personality.…”
mentioning
confidence: 99%