4.6 Article

Women and games: technologies of the gendered self

期刊

NEW MEDIA & SOCIETY
卷 9, 期 4, 页码 555-576

出版社

SAGE PUBLICATIONS LTD
DOI: 10.1177/1461444807080322

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digital games; Foucault; gender; identity; play; technology; video games; women

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This study examines how individual differences in the consumption of computer games intersect with gender and how games and gender mutually constitute each other. The study focused on adult women with particular attention to differences in level of play, as well as genre preferences. Three levels of game consumption were identified. For power gamers, technology and gender are most highly integrated. These women enjoy multiple pleasures from the gaming experience, including mastery of game-based skills and competition. Moderate gamers play games in order to cope with their real lives. These women reported taking pleasure in controlling the gaming environment, or alternately that games provide a needed distraction from the pressures of their daily lives. Finally, the non-gamers who participated in the study expressed strong criticisms about game-playing and gaining culture. For these women, games are a waste of time, a limited commodity better spent on other activities.

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