| Literature DB >> 31354536 |
Olatz Lopez-Fernandez1,2, A Jess Williams1,3, Mark D Griffiths1, Daria J Kuss1.
Abstract
Research investigating female gaming has begun to emerge despite gaming being traditionally more popular with males. Research in the 21st century has drawn attention to the role of women in culture, society, and technology, and female gaming is one of the growing phenomena not to have been researched in depth. The aim of the present paper was to review female gaming (i.e., the role of females within video game culture) and identify any associated psychopathological symptomatology. The review adapted the Sample, Phenomenon of Interest, Design, Evaluation, Research (SPIDER) model in conducting a narrative literature review. A search of three scientific electronic databases yielded 49 papers for further evaluation. From a methodological perspective, studies had to fulfill the following criteria to be included: i) published between the years 2000 and 2018; ii) assessed female gaming or the female position within gaming culture, iii) contained quantitative, qualitative, or mixed methods approaches to produce empirical data or discuss theoretical implications through reviews, iv) be retrievable as a full-text peer-reviewed journal paper, and v) published in English, German, Polish, Spanish, Italian, Portuguese, or French. Four categories emerged from the papers: i) the benefits of female gaming, ii) why women might play video games less than men, iii) perceptions and realities of female characters within video games, and iv) women's position in gaming culture. The main findings showed playing video games has benefits for women in terms of enhancing cognitive, social, and physical abilities. However, they are less encouraged to play video games due to negative expectations based on gender and/or experiences during game play. Video games are associated with stereotypical male characteristics, such as being overly aggressive, and frequently contain sexualized content. Female gamers appear to require coping strategies to handle online harassment. Females look for different things in video games, which are not often included in game designs thereby limiting their abilities. For instance, female avatar representation-which is exaggerated and hypersexualized-can prompt social comparisons and lead to feelings of decreased self-esteem, depression, and other impacts on well-being. Overall, there are still obstacles for women playing video games even though they comprise half of the gaming population.Entities:
Keywords: behavioral addiction; female gaming; gaming culture; gaming disorder; internet addiction; internet gaming disorder; narrative review
Year: 2019 PMID: 31354536 PMCID: PMC6635696 DOI: 10.3389/fpsyt.2019.00454
Source DB: PubMed Journal: Front Psychiatry ISSN: 1664-0640 Impact factor: 4.157
SPIDER Table of Study Inclusion and Exclusion Criteria.
| Inclusion | Exclusion | |
|---|---|---|
| Sample | Prioritization was given to female gamers, although other samples including male gamers were included if there was a subsample of women analyzed independently as a specific gender | Female gamers not addressing female gamers issues at an individual or community levels; male gamer samples; or female and male gamer samples where both were analyzed together as a unique gender |
| Phenomenon of Interest | Studies about female gaming or females in gaming culture | Studies examining other related themes (e.g., male gamers, industry professionals, etc). |
| Design | Theoretical (e.g., reviews) or empirical peer-reviewed papers with all methodological approaches (e.g., experiments, survey, qualitative or mixed-methods) | Non-peer reviewed papers (e.g., gray literature, book chapters, conference proceedings, PhD theses, etc). |
| Evaluation | Synthesis, quantitative analysis, qualitative or mixed methods analyses of benefits of female gaming, why women play video games, and female characters within video games; and women’s role in gaming culture. | Any paper not addressing the topic included in the research questions (e.g., women learning electroacoustic composition) |
| Research Type | Peer-reviewed journal articles published between the years 2000 and 2018, with full text available in English, German, Polish, Spanish, Italian, Portuguese, or French. | Peer-reviewed papers published in the 20th century. Gray literature (e.g., conference papers, reports, thesis, dissertations), protocols, editorials, opinion pieces, etc). |
Figure 1Flow chart displaying the search process.