Gender and Computer Games: Exploring Females' Dislikes
By Tilo Hartmann, Christoph Klimmt. J. Comput. Mediat. Commun., 2006
628 citations recorded by the source corpus.
Subfields: Gender Studies, Literature and Literary Theory, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/49813286c57fdb7ba7c668d23cc635f215fa3a56
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Gender Studies
- Juho Hamari
- Jonna Koivisto
- Shaowen Bardzell
- Peter Vorderer
- Christoph Klimmt
- Tilo Hartmann
- Jessica E. Tompkins
- Niki Fritz
In Literature and Literary Theory
- Leonard Reinecke
- Tilo Hartmann
- Peter Vorderer
- Juho Hamari
- Jonna Koivisto
- Christoph Klimmt
- Shaowen Bardzell
- Dorothée Hefner
In Sociology and Political Science
- Jonna Koivisto
- Juho Hamari
- Leonard Reinecke
- Peter Vorderer
- Shaowen Bardzell
- Dorothée Hefner
- Christoph Klimmt
- Tilo Hartmann
Citations in the corpus
- Sexy, Strong, and Secondary: A Content Analysis of Female Characters in Video Games across 31 Years (2016, background): “However, experimental findings indicate that sexualization of female characters deters women even if the depictions are otherwise egalitarian (Hartmann & Klimmt, 2006) and other scholars criticize the pairing of such attributes with sex-ualization.”
- Demographic differences in perceived benefits from gamification (2014, methodology): “The benefits examined in this study were limited, so some motivators, such as competition or mastery, that previous studies have associated more with men (Hartmann & Klimmt, 2006; Williams et al., 2008), were not measured.”
- The Video Game Experience as “True” Identification: A Theory of Enjoyable Alterations of Players' Self‐Perception (2009, background): “It is also relevant to the explanation of game selection (e.g., Hartmann & Klimmt, 2006; Lucas & Sherry, 2004): Do players actively search for certain identification experiences and select their games according to the expected alterations of self-perceptions?”
- Students' perceptions about the use of video games in the classroom (2010, background): “…for these gender differences are sought in the uses and gratifications theory, in biological determinants, in the violent content of games, in the representation of gender in games and in gender differences in ability (Boyle & Connolly, 2008; Hartmann & Klimmt, 2006; Lucas & Sherry, 2004).”
- It’s okay to shoot a character: Moral disengagement in violent video games (2010, background): “Male adolescents are especially prone to play violent video games (Hartmann & Klimmt, 2006; Jansz, 2005).”
- Feminist HCI: taking stock and outlining an agenda for design (2010, background): “In game design and research, feminist concerns have long been at the forefront of the field [22, 38, 1, 39, 44].”
- Effects of video-game play on information processing: A meta-analytic investigation (2013, background): “…that girls may have less positive attitudes toward technology overall; girls may thus be less likely to enjoy video games or may prefer to play different types of video games than do boys (Hartmann & Klimmt, 2006; Homer, Hayward, Frye, & Plass, 2012; Lucas & Sherry, 2004; Walkerdine, 2007).”
- Entertaining Media Use and the Satisfaction of Recovery Needs: Recovery Outcomes Associated With the Use of Interactive and Noninteractive Entertaining Media (2011, background): “Furthermore, a number of game genres (e.g., action games, shooter games, sports games) are more popular among male users than among female users (Hartmann & Klimmt, 2006).”
- Gamification in assessment: Do points affect test performance? (2015, background): “In many studies girls and women are reported to display less interest in digital games, have less game-related knowledge, and play less frequently and for shorter durations than do boys and young men (e.g., Hartmann & Klimmt, 2006).”
- Is Virtual Reality made for Men only? Exploring Gender Differences in the Sense of Presence (2012, background): “Since men are found to engage more frequently in playing computer games than women (Hartmann & Klimmt, 2006) and hence can be considered to be more familiar with virtual scenarios it may be easier for them to properly engage in the virtual environment and develop strong feelings of presence.”
- What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture (2017, background): “A number of authors list design elements as critical to the definition of a gamer (e.g. Hartmann & Klimmt, 2006; Juul, 2009, p. 50; Vermeulen et al., 2011).”