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Friday, 10 March 2017

16. Gender and gaming ability

[Assignment- First Two Year Batch-MEd. 2015-17
- Govt. College of Teacher Education, Thiruvananthapuram]

Gender and gaming ability
Men are NOT better than women at video games: Gender has no role in ability, girls just spend less time playing, says study.

*Study found gender differences do not cause performance differences
*Stereotype fuelled by other factors, like women spend less time playing
*Men focus more on achievements like 'levelling up' in video games



Stereotypically, most game players are males (Shaw, 2012) and females typically exhibit higher levels of anxiety than males with regards to playing online games (Huang, Hood, & Yoo, 2013). If not appropriately addressed, gender differences could promote gender inequity when games are used for education. Men have more positive attitudes about gaming than women (Bonanno & Kommers, 2008). Notice that most of the game characters are male, especially if only primary game characters are considered. This indicates that many of the female characters in video games have a secondary role. Men generally prefer to play games that are active and competitive, while women prefer logic, puzzle, and skill training games and enjoy social interactions provided by games. Second, men develop interest in computer games earlier in their life, while females take up gaming later in life and on average female players are older than male (e.g. Hainey et al. 2011). Men navigate more efficiently through virtual environments. Men had greater spatial problem solving efficiency than women. Women needed more time to travel from start to finish of the route. Men perform better on a variety of tasks. Males more likely to be addicted to gaming.

A lot of the reasoning behind women's lack of participation in video games originates from the circular and self-defeating logic of “I don't see other women playing video games, so I will not play video games either.” Since existing gaming culture is frequently a deterrent for women participation (Yee 2006), developers can design games and worlds specifically for women or incorporate more social, family-oriented and visually appealing features into existing games. Encourage girls to involve in games through education also.

Submitted by Ms. Divya P. Nair





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