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Hartmann, T., and Klimmt, C. (2006). Gender and computer games: Exploring females' dislikes. Journal of Computer-Mediated Communication, 11(4), article 2. http://jcmc.indiana.edu/vol11/issue4/hartmann.html
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On average, girls and women are less involved with video games than are boys and men, and when they do play, they often prefer different games. This article reports two studies that investigated the dislikes of German females with regard to video games. Study 1 applied conjoint analysis to female respondents' (N=317) ratings of fictional video games and demonstrated that lack of meaningful social interaction, followed by violent content and sexual gender role stereotyping of game characters, were the most important reasons why females disliked the games. Study 2, an online survey (N=795), revealed that female respondents were less attracted to competitive elements in video games, suggesting an explanation for gender-specific game preferences. These findings are discussed with respect to communication theory on interactive entertainment and their implications for applied video game design.
Computer and video games have become among the most popular leisure time activities for children, adolescents, and young adults in Western and Asian societies. The computer game industry is a billion-dollar business and its products have become a major part of today's media landscape (e.g., Poole, 2000; Vorderer & Bryant, 2006; Wolf, 1999). However, a substantial gender difference in computer game involvement has been observed, both in the U.S. and in Germany, despite the use of digital games being on the rise (Ivory, 2006). Many studies conducted in social science fields such as psychology report that girls and young women display less interest in digital games, have less game-related knowledge, and play less frequently and for shorter durations than do boys and young men (e.g., Brown, Hall, Holtzer, Brown, & Brown, 1997; Cassell & Jenkins, 1998a; Lucas & Sherry, 2004; Wright, et al., 2001).
Research on Gender and Computer Games
"Gender" can be construed in different ways, depending on the researcher's disciplinary approach (see, e.g., for feminist and cultural-studies based approaches, Cassell, 1998; Cassell & Jenkins, 1998b; for psychological approaches, Bem, 1981; Crane & Markus, 1982; and for overviews, Bussey & Bandura, 1999; deCastell & Bryson, 1998). Throughout this article we adopt a psychological perspective, namely the Social Cognitive Theory of Gender Differentiation, which is described by Bussey and Bandura (1999) as follows: "In this theoretical perspective, gender roles and conceptions are the product of a broad network of social influences operating interdependently in a variety of societal subsystems. Human evolution provides bodily structures and biological potentialities that permit a range of possibilities rather than dictate a fixed type of gender differentiation" (p. 676).
Study 1: Content Factors and Women's Preference for an Electronic Game Objective Study 1 examined how game content factors affect females' motivation to play computer games. The study specifically addressed the three content elements discussed above (sexuality-focused gender role portrayals, violence, and inclusion of social interactions). Based on previous research, we reasoned that females' interest would be low if a given single-player computer game:
Complementarily, we hypothesized that females would report stronger interest in a given computer game if it does not include a gender-role stereotyped protagonist, is free of violence, and permits rich social interactions with other characters. Method
A paper-and-pencil survey was administered among 317 females aged 18 to 26 years (M=21.67; SD=4.37) recruited in schools and universities in a major German city. The sample reported an average weekly computer game playing time of one hour, 24 minutes (SD=2 hours, 27 minutes; max=9 hours per week).
Table 1. Variation of factors across games
Note: The "simulated" game was not presented to respondents, but was computed during data analysis as it was predicted to return the highest preference scores
Figure 1. Manipulation of presented computer game packages according to three factors: "violence," "gender role portrayal," and "social interaction richness" (graphics were shown in grey scale in the study)
Violence and gender role portrayal were varied by altering visual components of the picture, whereas the role of social interaction for the game was manipulated through different verbal descriptions. The left package shown in Figure 1 is the manifestation of the conditions "high violence—sexualized gender role portrayal—low social interaction;" the right package is the combination "low violence—non-sexualized gender role—low social interaction." Both pictures are shown as used in the original questionnaire. The German description on the left package reads: "Game 'Red' is about Lea, a young detective (see image on the right). She is investigating a series of murders and has to solve numerous difficult puzzles. She often finds useful information in computers, files, and letters. Although many people appear in 'Red,' conversations with them are rather rare and short. Communication with other characters is not important in 'Red.'" The German description on the right package reads: "Game 'Yellow' is about Lea, a young detective (see image on the right). She is investigating a series of murders and has to solve numerous difficult puzzles. She often finds useful information in computers, files, and letters. Although many people appear in 'Yellow,' conversations with them are rather rare and short. Communication with other characters is not important in 'Yellow.'"
Results Overall Game Preference About 70% of all subjects (n=223) were included in the first conjoint analysis; 30% (n=95) were removed because they had produced missing values in their rankings. A summary of the overall results of the conjoint analysis of the female respondents' preference for computer game types is shown in Table 2. As the mean utility scores (and their positive/negative directions) suggest, the computer game most preferred contains (1) many opportunities for social interactions with other virtual characters, (2) a non-sexualized role for the female protagonist, and (3) non-aggressive content. This pattern confirms the effects hypothesized for the different factor levels. Accordingly, females' game preference was most sensitive (see column "importance") to the richness of social interactions offered (MImportance=59.14%). Gender role portrayal and violence contributed less to a change of game preference, suggesting that the amount of social interaction is the dominant content feature in German females' evaluation of a computer game.
Table 2. Results of conjoint analysis on game preference
Note: Constant=2.5. Mean utility scores are means of the coefficients derived by the regressions conducted by the conjoint procedure. Mean utility gain is the average absolute gain of utility from level 1 to level 2 of a factor. Mean importance scores are percentages averaged across all subjects, calculated by taking the range of utility scores for any factor (highest minus lowest), and dividing this value by the sum of all utility ranges.
However, while the above data build on average tendencies, not all subjects reported the same direction of factor levels' utility as hypothesized. Overall, 13.9% (n=31) of the subjects differed from the hypothesized direction by reversals in two of the three factors, and 44.39% (n=99) differed in their utility scores from the hypothesized direction in at least one of the three factors (total amount of reversals=161). Most reversals occurred with respect to aggressive content (40.4% of all reversals), whereas subjects were more in line with the hypothesized direction regarding the "richness of social interaction" (34.2% of all reversals), and the "sexual character of the protagonist's social role" (25.5% of all reversals). These findings suggest that only careful generalizations about the explanatory power of the investigated content factors should be made. Perhaps there were small subgroups in the sample whose preference patterns varied (e.g., who prefer violent games over non-violent games, cf. Bryce & Rutter, 2002; Jenkins, 1998; Kassis & Steiner, 2003). To identify those subgroups and patterns, however, remains a task for further research and analysis.
Figure 2. Female respondents' preference for different computer games: Estimated total utility scores (means) of four presented and one non-presented computer game types. In brackets: aggressive content [1 yes; 2 no] / social role [1 non-sexualized; 2 sexualized] / richness of social interactions [1 high; 2 low]
Paired t-tests comparing the total utility scores of the games reveal that all scores differ significantly except for the total utility score of the games "blue" and "green" (see Table 3).
Table 3. Significance of mean differences between games' total utility scores (game preference)
Note: Paired t-tests computed (all n=222; df=221). ** p<.01; * p<.05; ns=non significant (p > .1) Entertainment Value
The second conjoint analyses included 177 subjects (56.7%). All other subjects were dropped due to invalid values or equal values across all game types. Table 4 provides an overview of the results. Again, richness of social interactions accounts for anticipated entertainment value to the greatest extent. With respect to the "change sensitivity" of the entertainment value, the impact of this factor is almost 15 times as high as those of the other two factors, "aggression" and "gender role."
Table 4. Results of conjoint analysis on games' entertainment value
Note: Constant=2.43. For calculation of mean utility scores, mean utility gain, and mean importance scores see Table 1.
Again, a couple of subjects showed preferences for one or more factor levels opposite from the hypothesized direction. Specifically, 7.91% (n=14) of the subjects differed from the average pattern by showing three reversals, 11.86% (n=21) by showing two reversals, and 44.5% (n=77) by showing one reversal (total amount of reversals=161). Again, responses diverged the most regarding the factor "violence" (36.65% of all reversals), followed by "gender role portrayal" (32.92% of all reversals) and "social interaction richness" (30.43% of all reversals). As in the first conjoint analysis reported, these findings warrant further research to identify subgroups within the female population that hold specific preference patterns that differ from the mainstream.
Figure 3. Female respondents' anticipated entertainment value of different computer games: Estimated total utility scores (means) of four presented and one non-presented computer game types. In brackets: aggressive content [1 yes; 2 no] / social role [1 non-sexualized; 2 sexualized] / richness of social interactions [1 high; 2 low]
Paired t-tests show that the total utility scores of the games 'red' and 'yellow' differ significantly from the scores of the games 'green' and 'blue' and the 'simulated' game (see Table 5).
Table 5. Significance of mean differences between games' total utility scores (entertainment value)
Note: Paired t-tests computed (all n=177; df=176). ** p<.01; ns=non significant (p>.1) Discussion
The first study's findings support the assumptions that had been extracted from the literature. All three content factors investigated contributed to the preference values that the young women assigned to the computer games. Interestingly, the relative importance of social interaction was much higher than the relevance of gender role stereotyping and violence in the game. In fact, respondents were not repelled by the game versions that portrayed a gender-stereotyped protagonist with sexually revealing (leather) clothing. To experience enjoyment on some dimensions, at least a portion of women interviewed were apparently ready to accept such role stereotyping (see Bryce & Rutter, 2002; Yates & Littleton, 1999).
Study 2: Competitiveness and Women's Preferences for Electronic Games Theory and Hypotheses
Aside from the content elements that were investigated in Study 1, the competitive structure of many computer games had been identified as a potential factor that might repel women from playing. An online survey was conducted to examine the role of competitiveness in males' and females' preference for different computer game genres. The considerations presented above suggested that females would display a lower general use of computer games, but that gender differences would be especially large with respect to game genres that are highly competitive. To identify competitive game genres, time pressure and any kind of conflict or threat were defined as common manifestations of competition in computer games.
H1: Males will report greater intensity of use of competitive computer game genres than females.
Finally, it was hypothesized that: H5: Computer-game-specific "Wetteifermotiv," "need to win," and self-efficacy will predict the intensity of use of competitive computer game genres. This concluding hypothesis represents the conceptual link between gender differences in the psychological components of competition orientation and computer game preferences, and completes the postulated explanation of gender difference in computer game play. Method
An online survey of users of German computer-game-related websites was conducted. Banners and postings to related chats and newsgroups invited interested Internet users to participate anonymously in the investigation. The questionnaire included items on average frequency of use of different competitive and non-competitive computer game genres. Competitive genres were ego-shooters (cf. Schneider, et al., 2004; e.g., "Half-life"), action adventures (e.g., "Mafia"), real-time strategy games (e.g., "Age of Mythology"), and sports games, whereas non-competitive games were "simulations" (e.g., "MS Flight Simulator"), "peaceful build-up strategy" (e.g., "The Sims," cf. Steen, et al., 2006), role playing games (e.g., "Baldur's Gate"), and puzzle-based "adventure games" (e.g., "Monkey Island"). Intensity of use was measured on a five-point frequency scale, with the lowest value (1) meaning "never" and the highest value (5) meaning "very often."
Results The comparison of male and female respondents with respect to their intensity of use of different computer game genres supported H1: Males reported significantly more frequent use in all competitive genres than did females (Figure 4). In contrast, no gender differences were observed in the use of the non-competitive genres, except for the "simulation" category, which might be due to the broad range of game titles that respondents may have associated with this genre, such as (competitive) racing simulations or combat flight simulations.
Figure 4. Gender comparison of frequency of use of competitive and non-competitive computer game genres, with values "1" representing "never" and "5" representing "very often" (N=795). The use of genres marked by
Gender comparisons of the components of competition orientation revealed, as hypothesized, significantly higher values for men on all three dimensions (all p<.05; see Figure 5). On average, men reported a stronger computer-game-related competitive motive ("Wetteifermotiv"), a stronger "need to win," and higher self-efficacy. Thus, the findings confirmed H2, H3, and H4.
Figure 5. Gender comparison of the psychological components of computer-game-specific competition orientation (competitive motive/"Wetteifermotiv," "need to win," and self-efficacy), as measured on five point scales (N=795); mean differences are significant for all three scales (p<.05)
As the final step of analysis, the influence of the three components of competition orientation on the use of competitive computer game genres was assessed. A regression analysis was performed, with intensity of use as the dependent measure and the three components of competition orientation as predictor variables, for each of the four competitive game genres (ego-shooters, action adventures, strategy games, and sports games). For all four regression models, collinearity was acceptable (all tolerance values >.1). Table 6 summarizes the results. The "need to compete," which was lower among female than male users, particularly fosters the use of ego-shooters and strategy games.
Table 6. Influence of "Wetteifermotiv," "need to win," and "self-efficacy" on genre use
Note: ** p<.01; * p<.05 Discussion Although the number of female participants is small, the findings suggest that personality characteristics related to competition contribute to the emergence of gender differences in computer game involvement. The "Wetteifermotiv" especially accounted for substantial portions of variance in involvement with some competitive computer game genres such as ego-shooters. A somewhat smaller explanatory power was found for the "need to win" and "self-efficacy" components of competition orientation. In all of these predictors, notable gender differences were observed. Females portrayed themselves as less competitive and found winning less important in (play) actions than did males. They were also less self-confident about their ability to master competitive game situations. Because most computer games available feature strong competitive elements, those personality differences in competition orientation are important determinants of gender imbalances in computer game play. Further studies should attempt to replicate these findings with larger (female) samples, which would allow the regression analyses performed to be repeated for both gender groups separately.
The two studies reported in this article demonstrate the importance of content and personality factors for the explanation of gender differences in computer game play. Study 1 found that young German women prefer rich social interactions in computer games, which most available products cannot offer, and also revealed the women's dislike of violent content and heavy gender-stereotyping in the presentation of characters. The applied research design that relied on fictional game packages and conjoint analysis should produce valid results.
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is a communication researcher at the School of Communication at the University of Erfurt, Germany. During the last four years he has been involved in a three-year project on "Presence" funded by the European Union and as a post-doc at the Annenberg School for Communication, Los Angeles. His topics of interests include the use of new media technologies, selective exposure phenomena, parasocial relationships and interactions, audience research, and methodological questions.
is a communication researcher at the Department of Journalism and Communication Research at Hanover University of Music and Drama. He is team leader in the European Research Project "The Fun of Gaming" (FUGA). His topics of interests are media entertainment, video games, media effects, and methods of communication research.
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