GameChange(H)er: How Nancy Drew Video Games Build Strong Girls
نویسندگان
چکیده
There are limitations in the amount and scope of female protagonists in video games that are made for and marketed toward adolescent girls, and very few studies on the effects on girls when they play them. Furthermore, the games that exist are often lacking in immersive factors as compared with games marketed toward males. This research explores the role of agentic (proactively moving the game forward through choice and action) female video game protagonists in generating positive effects in gamers, investigated through the example of the Nancy Drew video game series. In this March and April of 2013, 341 fan letters were gathered from the Her Interactive website and qualitatively analysed using grounded theory principles. Open coding was used to generate categories, which were then consolidated into four core phenomena and one miscellaneous category: agency, absorption, academics, connection, and other. Players of Nancy Drew video games reported engagement with the games, resulting in positive effects in several areas including agency, academic pursuits, literacy, career choice and family closeness. Implications for this research include recommendations for the inclusion of agentic female protagonists and an increase in production of games for adolescent girls.
منابع مشابه
Effect of an Educational Video Game for Diabetes Self-management on Adherence to a Self-care Regimen in Children with Type 1 Diabetes
Background: Type 1 diabetes is known as the most common endocrine disorder in children which requires strict adherence to self-care regimen. Accordingly, children’s exposure to educational video games can be a strategy for promoting adherence to such regimens. Aim: The main purpose of this study was to investigate the effect of an education...
متن کاملParental Mediation of Children’s Video Game Experiences: Iranian Parents’ Strategies of Mediation
Despite tremendous popularity of video games, there have been concerns about their detrimental effects on children. The game rating systems were developed to assist parents in monitoring their children’s gaming experiences. This paper explores how parents in Iran, as a society without established media rating systems, control their children’s gaming experiences. Mixed methods of semi-structured...
متن کاملGirls' Play: Context, performance & social videogame play [Abstract]
It has been almost a decade since Gareth Schott and Kirsty Horell wrote their article "Girl Gamers and their Relationship with the Gaming Culture" in the 'Winter 2000' issue of Convergence. According to the abstract and introduction to the article, their goal was to " …focus upon the experiences and attitudes of females who already view themselves as 'gamers' " [36]. However, as the article dev...
متن کاملPlaying by Programming: Making Gameplay a Programming Activity
Video games are an oft-cited reason for young learners getting intere$ted in programming and computer science. As such, many learning opportunities build on this interest by having kids program their own video games. This approach, while sometimes successful, has its drawbacks stemming from the fact that the challenge of programming and game building are left distinct from the gamep!ay experien...
متن کاملAre Associations Between "Sexist" Video Games and Decreased Empathy Toward Women Robust? A Reanalysis of Gabbiadini et al. 2016.
Gabbiadini, A., Riva, P., Andrighetto, L., Volpato, C., & Bushman, B, (PloS ONE, 2016) provided evidence for a connection between "sexist" video games and decreased empathy toward girls using an experimental paradigm. These claims are based on a moderated mediation model. They reported a three-way interaction between game condition, gender, and avatar identification when predicting masculine id...
متن کامل