(Continued)
Computer Games
Part III of this project moved the GirlsTech research into the arena of
computer games. Based on a literature review relating to girls’
and young women’s game use behaviors, the project investigator identified
six major related issues.
ISSUE #1:
THE COMPUTER GAME GENDER RIFT
Most researchers agree that preschool children of both sexes exhibit equal
interest in computer games, but that as girls mature, their game interest
and time investments decline (i.e. Comber, Colley, Hargreaves, & Dorn,
1997; Dorman, 1998; Funk & Buchman, 1996; Giaquinta, Bauer, &
Levin, 1993; Leong & Hawamdeh, 1999; Mumtaz, 2001). Girls’ general
lack of interest in computer games can be an introduction to a life in
which technology plays a less significant role than it does for their
male counterparts.
ISSUE #2: REPRESENTATIONS OF
FEMALES IN COMPUTER GAMES
Research has shown that most video game characters are male and that when
female characters are used, they are often portrayed negatively (Deitz,
1998; Douglas, Dragiewicz, Manzano, & McMullin, 2002; Provenzo, 1991).
Deitz (1998) suggested that negative representations of female characters
can lead game users to internalize stereotypes of women as weak, easily
victimized people, causing them to think of violence and victimization
as normal, acceptable aspects of life.
ISSUE #3: COMPUTER GAMES AND
ACADEMIC ACHIEVEMENT
Early computer game experience can serve as motivation to study computer
programming (Culley, 1993). It follows that young people who play games
are more likely to study computer science and enter computer-related careers.
Indeed, experience in computer games is one predictor of success in a
college level computer science course (Wilson, 2002). Increased video
game practice can also lead to improvement in spatial skills (Subrahmanyam
and Greenfield, 1996).
ISSUE #4: NEGATIVE EFFECTS OF
VIOLENT GAMES
Funk and Buchman (1996) surveyed seventh-grade girls and boys about their
favorite video and computer games and the time they averaged playing computer
games each week. They found that “For girls, inverse relationships
were found between typical time commitment and perceived Scholastic Competence,
Behavioral Conduct, Social Acceptance, Athletic Competence, and Global
Self-Worth (self-esteem)” (p. 28). This research indicates that
adults should take care to lead young females toward non-violent games,
especially games that portray female characters in a positive light.
ISSUE #5:
GIRLS’ PREFERENCES IN COMPUTER GAME CONTENT
A number of studies have examined girls’ and young women’s
preferences in computer game content (Agosto 2002; De Jean, Upitis, Koch,
& Young, 1999; Inkpen et al., 1994; Kafai, 1996, 1998; Lawry et al.,
1994; Miller, Chaika, & Groppe, 1996; Subrahmanyam & Greenfield,
1998). An analysis of these studies indicates that girls and women tend
to favor the following characteristics in computer game content:
- Games that avoid the conflict between good and evil;
- Games that center on storylines and character development;
- Games that are not competitive in nature;
- Games that use real-life locales;
- Games that feature strong female characters who are in charge of decisions
and actions;
- Games that enable users to play the role of main character, either
through self-identification or through the power to make decisions;
- Games that focus on human relationships;
- Games with some educational value, as opposed to those designed purely
for entertainment;
- Games containing nonviolent action;
- Games that reflect girls’ common play patterns.
ISSUE #6:
GIRLS’ PREFERENCES IN COMPUTER GAME DESIGN
Other studies have examined girls’ and young women’s preferences
in computer game design (Inkpen et al., 1994; Heyman & Berstein, 1996;
Miller, Chaika, & Groppe, 1996; Jackson, Ervin, Gardner, & Schmitt,
2001). Combining these studies indicates that girls tend to favor the following
characteristics in computer game design:
- Games that enable them to play with other players, either online or
in person (by sharing the same computer);
- Games with abundant high quality graphic and multimedia components.
RECOMMENDATIONS
In order to address these six issues, the project investigator recommends
the following actions: