Girls as serious gamers: Pitfalls and possibilities

Jeroen Jansz*, Mirjam Vosmeer

*Corresponding author for this work

Research output: Chapter/Conference proceedingChapterAcademic

4 Citations (Scopus)

Abstract

The common observation that women and girls not only play fewer digital games than men and boys, but also generally spend less time playing games, could be attributed to a simple matter of taste. If females prefer other kinds of entertainment, so be it. Men tend to prefer fi shing, too, and are noticeably more enthusiastic about football and model railways than most women. Although it might be interesting to investigate the social and cultural causes of these gender stereotypes, there is no real necessity to fully understand, let alone try to change, the demographics of football fandom, for example. In contrast, gender participation in digital games parallels professional participation, namely that women are as underrepresented among players of digital games as they are in information technology (IT) careers (American Association of University Women [AAUW], 2000; National Center for Women and Information Technology [NCWIT], 2007). This chapter discusses how this parallel might be understood and utilized for change by looking at how gender and equity issues are impacted by digital game content and contextual factors.
Original languageEnglish
Title of host publicationSerious Games
Subtitle of host publicationMechanisms and Effects
EditorsUte Ritterfeld, Michael Cody, Peter Vorderer
PublisherRoutledge (Taylor & Francis Group)
Chapter15
Pages236-247
Number of pages12
EditionFirst edition
ISBN (Print)0203891651, 9780203891650
DOIs
Publication statusPublished - 5 Aug 2009

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