Research on Gender and Culture

http://adanewmedia.org/2012/11/issue1-consalvo/

This is an article about toxic gamer culture. The article discusses the negative backlash and controversy over misogynistic gamer culture and patriarchal privilege. It includes subjects like the negative backlash against Anita Sarkeesian, a feminist videogame blogger, and Jennifer Hepler when they critiqued gamer culture. The article also covers the controversy with Penny Arcade and the Dickwolves comic strip.

http://www.penny-arcade.com/comic/2010/08/11/the-sixth-slave

The comic strip discusses the unusual morality of MMORPG quests and makes a joke about rape. The comic strip received negative backlash anti-rapists and the creators made team Dickwolves t-shirts and a satirical comic strip:

http://www.penny-arcade.com/comic/2010/08/13

http://www.npr.org/blogs/alltechconsidered/2014/09/24/349835297/-gamergate-controversy-fuels-debate-on-women-and-video-games

This article details the gamergate controversy (the ethics in videogame journalism and role and treatment of women in videogame industry). The article discusses how Zoe Quinn, a female videogame developer, receives rape threats every time she releases a game. Often times, her games are unconventional, following topics such as depression and other emotions. The article also expresses an idea that there is wider accessibility for people with games like Candy Crush and Words with Friends that lacks much representation.

http://vhil.stanford.edu/pubs/2006/yee-demographics.pdf

A study conducted by Nick Yee at Stanford. Gathered data from 30,000 MMORPG users and followed them for a 3 year period (2000-2003). Games were Ultima Online, Everquest, Dark Age of Camelot, Star Wars Galaxies, which represented 75% of the MMORPG market at the time. Overall, the researchers found that MMORPGs had a wide range audience and did not fit the stereotypical adolescent male. 50% of players worked full-time, 36.3% were married, 22.1% had kids. When comparing male and female players, they found that 26.9% of females were introduced to the game by a romantic partner, and this was only true for 1.0% males. They also found that the motivations for playing the games differed between genders. Males were motivated by manipulation of the game environment and achievement, while more females were interested in building online relationships.

 

 

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