2017
DOI: 10.1016/j.chb.2017.01.054
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Tracing female gamer identity. An empirical study into gender and stereotype threat perceptions

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Cited by 58 publications
(51 citation statements)
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“…It may be that female gamers are unable to develop this level of security or closeness (through their own choice to hide their identity and/or through lack of social support). This perceived need to hide their identity (online and offline) is similar to previous research in the area (Fox and Yeng Tang (2017); McLean and Griffiths 2013;Vermeulen et al 2017). Because it appears that male gamers develop significant social identities via gaming and is linked to positive outcomes for them, it is interesting to consider the motivation for female gamers to continue to play in these online environments.…”
Section: Discussionsupporting
confidence: 57%
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“…It may be that female gamers are unable to develop this level of security or closeness (through their own choice to hide their identity and/or through lack of social support). This perceived need to hide their identity (online and offline) is similar to previous research in the area (Fox and Yeng Tang (2017); McLean and Griffiths 2013;Vermeulen et al 2017). Because it appears that male gamers develop significant social identities via gaming and is linked to positive outcomes for them, it is interesting to consider the motivation for female gamers to continue to play in these online environments.…”
Section: Discussionsupporting
confidence: 57%
“…Similar findings have been reported with impact on females' skill perception and wellbeing (Vermeulen et al 2014), and performance (Vermeulen and Looy 2016). McLean and Griffiths (2013) argued that female gamers valued their identity as gamers, but paradoxically, gamers often feel the need to hide their identity when gaming online, due to the behaviour of other male gamers (Cote 2015;Vermeulen et al 2017). Kaye and Pennington (2016) suggested that multiple social identities may protect females' gameplay performance from stereotype threat.…”
Section: Female Gaming Researchsupporting
confidence: 58%
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“…The initial model had seven large and significant correlation residuals, of which six involved age and gender. Because research has identified relationships between gamer identity and both age and gender (e.g., Vermeulen, Van Bauwel, & Van Looy, 2017), residuals of videogamer and wargamer identification were allowed to covary with those of age and gender.…”
Section: Boardgaming Motivations Scale Validation Analysesmentioning
confidence: 99%
“…Ninety female participants (Mage = 19.39, SD = 2.88) participated in return for course credit or monetary remuneration. As the intention was to study these issues in a casual gaming context, it was not a priority to recruit those who specifically identified as "gamers", particularly given that female players tend not to identify as such [35][36][37]. Of this sample, 17.8% identified themselves as being a "gamer" (primarily "casual" or "social"), with 8.9% of this sub-sample reporting that they played for an average of 1-5 hours per week, 6.7% for less than 1 hour, and 7.8% between 6-20 hours per week.…”
Section: Participantsmentioning
confidence: 99%