Gender, Simulation, and Gaming: Research Review and Redirections
By J. Jenson, Suzanne de Castell. 2010
199 citations recorded by the source corpus.
This review of gender and gameplay research over the past three decades documents a set of persistent methodological repetitions that have systematically impeded its progress since the inception of this trajectory of research. The first is, in fact, a refusal to consider gender at all: Conflating gender with sex impedes possibilities to identify nonstereotypical engagements by girls and women. Second is the persistent attempt to identify sex-specific “patterns” of play and play preferences “characteristic” of girls and women mainly to support and promote these in the name of “gender equity,” whether in women’s involvement in the game industry as designers, in the development and marketing of “games for girls,” or the access and uses of digital games for education, training, and entertainment. Third, it is found that “gender” is an issue in research studies only long enough to dismiss it as a significant variable, which in turn makes any deeper critical interrogation unproductive.
Subfields: Developmental and Educational Psychology, Education, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/f6271d823cd7eeb2179f1fc53394a17131dfce6d
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In Developmental and Educational Psychology
In Sociology and Political Science
Citations in the corpus
- What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture (2017, background): “This corresponds to the now infamous era of " girl games, " which were presumed to be more appropriate for women and girls, but may have instead served to reinforce gendered stereotypes (Harvey & Fisher, 2015; Jenson & De Castell, 2010).”