Gender Differences in Video Game Characters Roles, Appearances, and Attire

2006 ◽  
Author(s):  
Alicia Summers ◽  
Monica K. Miller
2014 ◽  
Author(s):  
Melissa R. Schick ◽  
Lourah M. Seaboyer ◽  
Lance P. Swenson ◽  
Kristina M. Jackson

2022 ◽  
pp. 28-49
Author(s):  
Sergio Alloza Castillo ◽  
Flavio Escribano ◽  
Óscar Rodrigo González López ◽  
María Buenadicha Mateos

The preconceived notion concerning negative effects of video games and students' academic performance is a widely known subject. However, some investigations explore the positive impact of video games on academic performance. With a sample of 247 university students, this chapter studies the perception of both gamers and non-gamers about soft skills and their current relevance in academic and professional fields. The possible relationships linking the intensity of the usage of video games, academic performance, and the perception concerning soft skills are investigated. The results expose a generalized positive perception respecting the relation between video games and the development of soft skills, specifically to the video game genre and its relevance and influence on academic performance, as well as gender differences, where women prevail in emotional and social managements, although this influence is not elevated.


Author(s):  
Erica Scharrer ◽  
Adam Zeller

This study used survey methodology to measure opinions of 13- to 15-year-olds (N = 176) about sedentary and active video games and the relative amount of time spent with those games, and evaluated correlations between time spent with those two types of games and the body mass index (BMI) of the respondent. Results showed no evidence of any correlation between BMI and relative time devoted to video game usage by type of game (active versus sedentary), nor any support for a correspondence between overall levels of time spent with video games and BMI. Yet, the data did point to a nonlinear association in which those who devoted more than 50% of the total time they spend with video games on sedentary games had a higher BMI than those who spent less than 50% of their video gaming time with sedentary games. Important gender differences also emerged in the adolescents’ opinions of active versus sedentary games.


Sex Roles ◽  
2007 ◽  
Vol 56 (7-8) ◽  
pp. 537-542 ◽  
Author(s):  
Shirley Matile Ogletree ◽  
Ryan Drake

2018 ◽  
Vol 42 (4) ◽  
pp. 295-311 ◽  
Author(s):  
Omar Ruvalcaba ◽  
Jeffrey Shulze ◽  
Angela Kim ◽  
Sara R. Berzenski ◽  
Mark P. Otten

Despite the growing popularity of eSports, the poor representation of women players points to a need to understand the experiences of female players during competitive gaming online. The present study focuses on female gamers’ experiences with positive and negative feedback and sexual harassment in the male-dominated space of eSports. In Study 1, gender differences were analyzed in online gamers’ experience with feedback from other players and spectators during online play. In Study 2, gender differences were analyzed in observations of real gameplay that focused on the types of comments spectators directed toward female and male gamers on Twitch (a popular video game streaming website). The findings suggest a mixed experience for women that includes more sexual harassment in online gaming compared with men.


2020 ◽  
Vol 04 (02) ◽  
pp. 270-294
Author(s):  
Aniqa Ali ◽  
Dr. Noshina Saleem

The present research study aimed to examining gender differences in gaming patterns and preferences of teenage gamers in Pakistan. The gaming patterns involve frequency of game play and time spent on game play. The video game preferences were measured by exploring game genres and style(mode) in which game players mostly play. The study was quantitative and survey is conducted by using purposive research method as only game player were selected as sample from schools of Islamabad, Pakistan. The close ended questionnaire adapted from ‘Media Self Report Questionnaire’ used by Elliot (2006), Bajovic (2012) and Hodge (2019) was filled by 576 respondents. The study found that teenage girls and boys significantly differ in terms of frequency of game play and time spent on video gaming. It was found that boys mostly play in multiplayer mode and prefer to play action, role playing game and sports game genres. On the other hand girls’ prefer single player mode and adventure, action and horror game genres. The present research can be used as baseline exploratory study for future studies in the domain of video gaming.


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