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representation of gender in video games

By admin | July 29, 2010

representation of gender in video games

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Children, Gender, Video Games


Children, Gender, Video Games


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Placing gender at the center of the debate about young children and multimedia, particularly video games, this, now available in paperback, book develops a relational approach to game play ...

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Music Video and the Politics of Representation


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Sex, race and gender are often controversially represented in music videos...

Gender and Representation


Gender and Representation


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Applying recent European and Anglo-American feminist scholarship to the problems of gender representation, Charnon-Deutsch challenges the prevailing idea that the 19th-century Spanish novel is woman centered. The author's examination of novels by Valera, Pereda, Alas, and Galdos demonstrates that these works are instead a complex exploration of male identity. Decoding the gender ideology of women's roles, discourse, and representations, Charnon-Deutsch uncovers in the novels multiple configurations of androcentricity as well as voyeuristic tendencies, which she interprets as a means of mastering what is threatening to the male psyche.

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From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward traject

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Video Games

Children, Gender, Video Games by Walkerdine, Valerie Edition , 0


Children, Gender, Video Games by Walkerdine, Valerie Edition , 0


$28.49


Placing gender at the center of the debate about young children and multimedia, particularly video games, this, now available in paperback, book develops a relational approach to game play using. The book explores issues of violence and parental regulation and argues that economic relations are central to the micro-relations of playing.

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Philosophy Through Video Games

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The Civic Potential of Video Games

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Video Games and Learning


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Video Games and Learning

The Culture Of Video Games And The Gamer


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The Culture Of Video Games And The Gamer

The History And Future Of Video Games


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The History And Future Of Video Games

Games


Games


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From the classic Yo-Yo and Rubik's Cube to futuristic, virtual reality games, learn why people are hooked on these old and new pastimes.

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Gender Games


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No Synopsis Available

Children, Gender, Video Games : Towards a Relational Approach to Multimedia


Children, Gender, Video Games : Towards a Relational Approach to Multimedia


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No Synopsis Available



representation of gender in video games

Survey in free online gaming

According to SFU MediaLab:

"Almost all the survey respondents are net-savvy online gamers, with only 7.3% of them playing an average of less than two hours per week online gaming and fully a quarter of respondents playing online more than 25 hours each week. Many of them are somehow socially involved in online gaming, whether through reading online game forums and news sites, chatting with other players, or just going to their local ‘net café for a game. In fact, most respondents came across this survey in one such manner or another, as it was not administered to a random sample of the world's populace, but publicized in these places that devoted online gamers are likely to see.

And many respondents are devoted gamers indeed. More than 87% of respondents feel that people become addicted to the games, yet less than 19% feel that they themselves are addicted. Nearly half the respondents report that they have been in conflict with family or friends over their online gaming, yet continue to play.

Of course, not all gamers are the same. In fact, we have found that online gamers can be statistically categorized into four archetypal components; the warrior, the narrator, the strategist, and the interactor. Statistical analysis suggest that these four archetypes account for more than two-thirds of an online gamer's general gameplay preferences.

Over the run of this audit, 709 respondents took part in the first section of the survey and an additional 469 took the entire survey in two parts, making a total of 1178 respondents to the first and more general section of the survey. These results were gathered from August 21st, 2002 through November 9th, 2002. The two sections of the questionnaire are available for reading here and here, respectively. The draw of the survey, besides the chance for participants to offer their opinions about their hobby, was the chance to be selected for one of three thank you gift certificates, good for $60 CAN each.

Recruitment for the survey was accomplished in several various ways. The first and simplest was by "word of mouth". We in the Media Laboratory asked, in person or by e-mail, our friends and acquaintances, resident local gaming dens and Internet cafes, and fellow students and staff to spread the word to online game players they know, particularly those that play EverQuest of Half-Life: Counterstrike. Several Greater Vancouver gaming cafes posted our flyers on their doors, while posters were delivered to comic book and game stores.

More rigorous recruiting was performed online, where word of the questionnaire was submitted directly to general video game 'news' web sites such as Gamers.com and Gamespy. Web sites focused on EQ and CS such as Everlore.com and Counterstrikecenter.com were particularly targeted for these submissions. Online comic strips such as GUComics.com and Penny-Arcade.com were also notified. Further, whenever a CS or EQ Internet forum was discovered notice of the survey was posted in an appropriate area. Finally, notice was posted in various non-video game related, yet still-receptive forums where gamers might be found. Examples include the paintball site PBReview.com and Slashdot.net. All in all, more than 100 news and forums submissions were made. The greatest period of submission occurred within a week of the questionnaire going live.

Sample bias, in this case, is fairly evident. Internationally, there is an obvious bias towards English-speaking nations, and results show that Americans and particularly Canadians are strongly represented in this data set. Given the origins of some responses, an inordinate number of respondents are students at Simon Fraser University (estimated: 10), yet combined this accounts for less than 0.1% - a figure which we have decided is unlikely to skew our results noticeably. Age bias is difficult to identify given the lack of data from other sources, but the intimidating nature of the survey itself and the personal savvy needed to access the web forums where much of the survey's publicity originate from suggest that very young players are not fairly represented in our results. In terms of game choice, the representation of CS and EQ players is fortuitously similar.

Another bias of the ways the survey was publicized is that the participants are typically more dedicated or "hardcore" gamers; the ones to find our notices in news and forums are the ones that seek out extra information or interaction with the communities of online gaming. Such gamers might be more likely to take gaming seriously, be more informed of social issues surrounding gameplay, take higher interest in out-of-game socialization, and so on. Gender representation in the survey rests at 10% female, which some figures suggest is high in comparison to computer games on the whole, yet low for EQ. Because no effort was made to target either men or women specifically we feel that any sampling error here is simply related to gender and access to web forums and news sites. In order to avoid any skewing of the data caused by the gender break, many questions are analyzed for both genders comparatively, when appropriate.

In hindsight, we see now how valuable a "How did you hear of this questionnaire?" query would be in identifying not only the most effective ways to contact online gamers, but also to address these very issues of representativeness and sampling. Nevertheless, The goal of this audit was never to find a perfect cross-section of one in 25000 people that have ever played online. Instead, it is more of a foray into the realm of sociality as it is found in online gaming communities and environments. Strategically, we chose to simply reach as many people that were willing to take a lengthy, 20 minute survey as possible. We are working to refine our sampling process in order to avoid data contamination or sampling bias as much as feasibly possible for future online surveys, and if you have any suggestions we would be most happy to hear from you.

Each response was checked to ensure that it was not submitted in error or duplicate by checking the time it was sent and from which Internet service provider address (for lack of a better term; not the participants IP Address, which was not recorded). Further, each response was checked to ensure that no missing responses went unmarked, which could cause later questions to be mislabeled. Approximately 150 responses (either a first or second half of a given survey) were discarded, with 9 out of 10 of these being clearly the result of somebody accidentally submitting twice in rapid succession, or accidentally submitting when only partially finished that page and going back to redo the parts of the page they skipped. Some other responses were garbled by participants deleting default data from their survey (which was repaired when we could be absolutely certain where the errors were - 3 cases), or someone clearly submitting blank responses to see the second page of the questionnaire. In some cases the last few responses on a given page were untransmitted, presumably by someone closing their window immediately after submitting, resulting in only a partial transmission of data. In these cases (approx. 25) we simply entered a "Don't know / n.a." or "Null Data" value for these missing responses.

Results were collected by e-mail and individually transferred into a tab-delimited format for entry into the analysis program. Answers that were left "Don't know / n.a." were marked as excluded from calculations. Every precaution was made to back up data and ensure that there was no manual character transcription, in order to avoid clerical errors. In future, we hope to use a purpose-built SQL server we are designing to streamline the process and help further avoid human error.

One final note on how this data has been analyzed thus far - what you see below is a preliminary report of the most surface-level findings and some interesting things that have come up out of our work, but this is only the tip of the iceberg. Currently, we at the Media Laboratory are working on several concurrent pieces we hope to produce, and are confident that this 327 question survey hasn't revealed all of its treasures yet, so, please, pop in on this site once in a while..."

I am an online game enthusiast who is interested in researching online gaming as part of my BA Honours degree. I have made an anonymous online survey, and would greatly appreciate your participation.

To do this survey, you would need to be a massively multiplayer online role-playing games, above 18 years old andcitizens ofAustralia, Canada, Denmark, Finland, Germany, Iceland, New Zealand, Norway, Sweden.Please be assured that no names or personal identifying data will be collected. All you need to do is to click on the link provided below, and complete the survey. It should take about 10-15 minutes.

Let's participate in online surveys for our players to have the opportunity to spend $ 100 in prize games and other exciting rewards

Your participation would be voluntary. Thank you for your consideration.

Take survey here

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