2006
DOI: 10.2307/20054157
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Resistance through Video Game Play: It's a Boy Thing

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Cited by 28 publications
(24 citation statements)
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“…Children themselves report that video games require creativity and discovery and that challenging video games are more engaging (Downes, 1988). Sanford and Madill (2006) found that adolescent males tend to use video game play as a way to resist institutional authority and societal norms, and to create fantasy worlds which they can explore in a less restrictive environment. Malone (1981) identified three key elements of game design that foster engagement: challenge, fantasy, and curiosity.…”
Section: Personality Traitsmentioning
confidence: 99%
“…Children themselves report that video games require creativity and discovery and that challenging video games are more engaging (Downes, 1988). Sanford and Madill (2006) found that adolescent males tend to use video game play as a way to resist institutional authority and societal norms, and to create fantasy worlds which they can explore in a less restrictive environment. Malone (1981) identified three key elements of game design that foster engagement: challenge, fantasy, and curiosity.…”
Section: Personality Traitsmentioning
confidence: 99%
“…He explained that there are various ecological factors that influence language of instant messages text. Sanford and Maddil (2006) studied digital practices of youth in online spaces. Their main focus was the patterns of power and marginalization that were conveyed through digital practices.…”
Section: Digital Media and Digital Textsmentioning
confidence: 99%
“…This lack of research is the result of misperception of literacy content in computerized games dominated by violence and misogyny which may influence a variety of social issues that come from their use. Current literature on boys and literacy practices relating to video gaming is advocated by Gee [21] but scholars have limited research in this area due to the debates surrounding themes of misogyny (see for example, Alexander [3]; Sanford and Madill [44] and [45]; and Steinkuehler [51]. Ajayi [1] and Apperley and Beavis [5], share this similar claim with Alexander [3] who confirms "connection between gaming and violence…(do video games promote sexist images of women, or men" (p. 38).…”
Section: Context Of Issuementioning
confidence: 99%