Games and Gender edit

Any computer game can lead to gaming addiction to all vulnerable people, irrespective of age or gender. It is suggested that adolescents are the highest percentage of people who play on the internet. Probably because those adolescents are digital natives who treat the internet as a normal part of everyday life. Gender does statistically affect the total number of gaming addicts, males being more prone to gaming addiction than females. The similarities are in their age when online gaming started, and the time and money spent on computer games.[1] The political goal being to change the 'gendering' of digital technology. The economic goal being to increase profit by increasing the female market for computer games.[2] Gender could explain why people are addicted through different mental pathways. Males develop their addictive behaviour through online games, females through online social interaction.[3] This trend continues through the adolescent years. If that addiction becomes established, then not only the individual will suffer but their future families will suffer too. Research is trying to understand the intersectional concepts; sexuality, ethnicity, race, class and similar experiences of males and females. In computer games, as in World of Warcraft (WoW), males will sometimes play as a female character, emulating how they perceive females to act or communicate. Existing gender stereotypes therefore need to be challenged by further study and definition of masculinity.[4] In America there is a 'girl games' movement which has been created between feminist activists and industrial leaders. This leads to a possible combination of a political goal with an economic objective.

References edit

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  1. ^ Ko, CH. Yen, JY. Chen, CC. Chen, SH. & Yen, CF. (2005). ‘Gender Differences and Related Factors Affecting Online Gaming Addiction Among Taiwanese Adolescents’. Vol. 193, No. 4. Lippincott Williams & Wilkins. p273-277.
  2. ^ J. Cassell & H. Jenkins (eds.). 1998. From Barbie to Mortal Kombat: Gender and Computer Games. Cambridge, MA: MIT Press
  3. ^ Lee, Y., Ko, C., & Chou, C. (2015). Re-visiting Internet Addiction among Taiwanese Students: A Cross-Sectional Comparison of Students’ Expectations, Online Gaming, and Online Social Interaction. Journal of Abnormal Child Psychology, 43(3), 589–599.
  4. ^ Rossi, M. ‘Gender in World of Warcraft’. engadget.UK. [online]. Available at: [ https://www.engadget.com/2014/05/14/gender-in-world-of-warcraft/?guccounter=1&guce_referrer_us=aHR0cHM6Ly93d3cuZ29vZ2xlLmNvbS8&guce_referrer_cs=QcwBHKzNefWhXDjIwJ3lXQ]