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Volume
31, Number 3, February 2004
Girls and Gaming: A Summary of the Research with
Implications for Practice
Dr. Denise Agosto examines computer game use among
girls and suggests how teacher-librarians can encourage
girls to become equal players in the male-dominated
world of gaming.
Over the last two decades, the topic of gender and
computer gaming has generated much research interest.
Researchers have examined a number of related issues,
including the relative frequency with which girls and
boys use computer games, the educational benefits of
gaming and the types of games that appeal to girls.
Most researchers have come to agree that although boys
and girls can be equally skilled at using computers
and computer games, boys are more likely than girls
to choose to play with them, and children of both sexes
consider both computers and computer games to be “boys’ toys” (Cassell & Jenkins,
1998, p. 14).
This article organizes the major findings
from this research into thematic issues and considers
the implications
for teacher-librarians. It also offers practical suggestions
to implement in the school library. These methods can
help change the image of computer games as “boys’ toys’” to
computer games as a medium of entertainment and education
for all young people.
Issue #1: The computer gaming
gender rift
What the research
says
Most researchers agree that preschool
children of both sexes exhibit equal interest in computer
games, but
that as girls mature, their gaming interest and time
investments decline (Comber et al., 1997; Dorman, 1998;
Funk & Buchman, 1996; Giaquinta, Bauer, & Levin,
1993; Leong & Hawamdeh, 1999; Mumtaz, 2001). Inkpen
et. al (1994) observed girls and boys playing computer
games at an interactive science museum and found that
computer gaming played a major role in the boys’ lives
but was merely a passing interest for the girls. For
almost all girls who visited the exhibit, the depth
of their interest in electronic games in their lives
away from the museum did not extend to talking about
and reading game magazines, trading games or expressing
pride in the number they owned. The enjoyment of playing
was enough to satisfy their interest (p. 392).
The age
at which the gaming gender rift begins is uncertain.
Some research indicates that it begins as early as
kindergarten (Wilder, Mackie & Cooper, 1985), while
others (Gorriz & Medina, 2000) have pinpointed
this rift at roughly age 13.
Implications
The cause of girls’ declining interest
in computer gaming is also uncertain. Some authors
have suggested
it is because most computer games have been designed
for and marketed to boys (Gailey, 1996; Gorriz & Medina,
2000; Subrahmanyam & Greenfield, 1998). As Gorriz
and Medina (2002) explain: “Unfortunately, the
majority of today’s games are aimed at a male
market and in addition are not of particular interest
to girls….Thus, in many cases a girl’s
first experience with a computer is a negative one
and can turn her off of computing right from the start” (p.
42).
Although girls tend to spend less time playing
computer games than boys, game playing is still the
most popular
use of home computers (Kafai, 1999). This means that
on average, girls enter computer science courses and
workshops with less computer comfort and experience
than boys. Girls’ generally shallower interest
in computer gaming can be an introduction to a life
in which technology plays a less significant role than
it does for boys.
It is important to realize that the
gaming gender gap is not a mere reflection of a difference
in leisure
interests. Recent studies (Agosto, 2002b; Yelland & Lloyd,
2001) have shown that girls are interested in computer
gaming. When discussing the web site design preferences
that she and her friends share, one young woman stated: “We're
game people. We like anything with games” (Agosto,
2001, p. 90). Then why do girls express reduced interest
in playing computer games as they age? That is a difficult
question to answer, but two likely reasons are the
common perception that computer games are boys’ toys,
and the disconnect between many computer games available
today and girls’ game content and design preferences.
(See Issues 5 and 6 below.)
Practical suggestions for
teacher-librarians
To help
to ease the computer gaming gender rift:
- select computer games likely to appeal girls. The
GirlsTech
evaluation framework can facilitate the selection process;
- spread the
word about girls and gaming. Share the results of
this research with teachers, parents and other
librarians. Discuss the issue of gender and gaming with girls;
and
- create a Girls and Gaming club. Libraries as well
as classrooms are ideal settings for gaming clubs
to meet.
Issue #2: Negative representations of females in
computer games
What the research says
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 et al., 2002; Provenzo, 1991). The research
organization
Children Now studied best-selling video games to
determine that only 16 percent of game characters were
female
(Douglas et al., 2002). About half of the female
characters were bystanders rather than active participants.
Worse
yet, Deitz (1998) found that most female video game
characters were unnaturally large-breasted, unusually
thin and/or scantily dressed. Her analysis indicated
that the most common role of female characters was
the role of “damsel in distress.” Similarly,
Provenzo (1991) has shown that females are often either
victims or prizes in video games.
Implications
Under-representing and misrepresenting
females in computer games can have insidious consequences,
such as sending
the message to users that males are the adventure
seekers of our world, whereas females are either bystanders
or completely absent from the action. Deitz (1998)
suggested that negative representations of female
characters
can lead game users to internalize stereotypes of
women as weak, easily victimized people and cause them
to
think of violence and victimization as normal, acceptable
aspects of life.
Practical suggestions for teacher-librarians
Teacher-librarians
can help to counteract negative representations of
females in computer games by:
- being conscious of the messages that computer games
convey. Search for games that feature female characters
in positive roles, and discuss negative representations
of female characters with female and male students;
- modeling
computer game usage. Librarians (especially female
librarians) can serve as tech-savvy role models
to offset negative images prevalent in computer
games.
Issue
#3: Gaming and academic achievement
What the
research says
Early gaming experience can serve
as motivation to study computer programming: “Computer
games have provided a significant impetus for many
boys to become
more acquainted with computers and with programming
in particular” (Culley, 1993, p. 148). It follows
that young people who play games are more likely to
study computer science and enter computer-related careers.
Indeed, experience in computer gaming is one predictor
of success in college-level computer science courses
(Wilson, 2002).
Computer confidence based in gaming
experience can also affect girls’ success in
problem solving. Inkpen et al. (1994) learned that
when the girls in
their study doubted their computing abilities, they
were less likely to tackle math problems that were
embedded in computer math games. That is, the girls’ general
uneasiness in the computer environment caused them
to doubt their abilities in solving math problems,
transforming their computing discomfort into mathematics
discomfort as well. Subrahmanyam and Greenfield (1996)
found 10- and 11-year-old girls exhibit generally poorer
spatial skills than their male counterparts when playing
video games. That is, the boys made smaller errors
than the girls in judging speed and distance. This
study showed that increased video game practice led
to improvement in spatial skills, especially for children
who began the study with lower-than-average spatial
skills.
Finally, there is an additional educational
benefit for girls who play computer games that support
collaborative
use. Inkpen, Booth, Klawe and Upitis (1995) found
that girls who worked in pairs or small groups solved
significantly
more math puzzles embedded in computer games than
girls who worked alone. However, the opposite was true
for
the boys in the study.
Implications
These studies offer more reasons to encourage
girls to play computer games, adding up to the conclusion
that “computer and video games provide an easy
lead-in to computer literacy” (Cassell & Jenkins,
1998, p. 11). Female students continue to comprise
a minority of computer science majors in both Canada
and the US. In Canada, the Canadian Information Processing
Society found that women comprised fewer than 25 percent
of computer technology graduates in 2001 (Clow, 2002).
In the US, females comprised just 16 percent of the
Advanced Placement computer science test-takers in
1995 and 1996 (American Association of University Women,
1999). It is possible that boys’ computer gaming
dominance is a contributing factor to this disparity.
Practical
suggestions for teacher-librarians
To help
girls reap the academic benefits of computer gaming,
teacher-librarians can:
- make computer use fun. Instead of presenting
computers exclusively as educational tools, present
them as tools
for entertainment as well. This will help girls
want to use computers, rather than making them feel
that
they need to use them; and
- encourage girls to play
games together. Playing a game with a friend can
be a confidence boost.
Issue #4: The
negative effects of violent games
What
the research says
Funk and Buchman (1996) surveyed
Grade 7 girls and boys about their favorite video and
computer games
and the time they averaged playing games each week.
They correlated the results of the survey with the
Harter Self-Perception Profile for Adolescents to determine
that increased time playing violent games was correlated
with girls’ lower scores on six of the subscales,
including self-esteem: “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).
Implications
This study does not imply that girls should
refrain from playing computer games. To do so would
deprive
them of related benefits (see Issue #3). Instead,
it implies that teacher-librarians should take care
to
lead young females toward non-violent games, especially
games that portray female characters in a positive
light.
Practical suggestions for teacher-librarians
To prevent
the negative effects of violent games, teacher-librarians
can:
- encourage girls to play non-violent games. Remember
that violent games can do damage to girls’ self-esteem;
and
- opt for web-based games over video games when
recommending games to girls. In a content analysis
of the 174
Web-based games recommended for children by Yahooligans.com and
KidsClick.org, Agosto (2002a) found that 27 percent
contained graphic violence. In light of previous
findings that violence predominates in video games, this study
indicates that the Web can serve as a rich source
of nonviolent games.
Issue #5: Girls’ preferences
in computer game content
What the research says
A number of studies have examined
girls’ preferences
in computer game content. Kafai (1996, 1998) asked
elementary school students to design their own games.
The overriding theme of most of the boys’ games
was a contest between good and evil. The girls tended
to favor storylines and character development. Other
researchers have also shown that girls are more interested
in games designed around storylines than around competition
(Lawry et al., 1994; Inkpen et al., 1994). Similarly,
the girls in Inkpen et. al (1994) were more interested
in exploring game characters’ personalities and
lives than they were in winning the games, a finding
echoed by Miller, Chaika, and Groppe (1996). Some of
the girls in Inkpen et. al’s study even pretended
that they themselves were the characters. Unfortunately,
78.7 percent of the Web-based games that Agosto (2002a)
analyzed were competitive in nature, indicating that
Web-based game designers tend to think of competition
as core to the concept of gaming.
Another gender-based
difference that Kafai (1996) detected in her study
of elementary school children’s
computer game designs was in type of game locale. The
girls exhibited strong preferences for real-life locales
(such as houses or neighborhoods), while the boys favored
fantasy locales (such as warp zones or Pac Man settings).
Using focus groups with girls in Grades 6 through
12, Miller, Chaika, and Groppe (1996) asked girls to “imagine
what they would like technology to do in their wildest
dream[s]” (p. 30). They also asked the study
participants to critique a set of computer games. Major
themes that emerged included a preference for collaboration
over competition, a preference for games with educational
value over those designed purely for entertainment,
and a preference for games that focus on human relationships.
In their study of girls' experiences with the Phoenix
Quest mathematics computer game, De Jean, Upitis, Koch,
and Young (1999) found that girls expressed strong
preferences for female game characters over male characters,
choosing to focus the game’s interaction on the
female characters.
Additionally, Subrahmanyam & Greenfield
(1998) analyzed the case of Mattel’s Barbie Fashion
Designer and its success in appealing to large numbers
of girls. Released in November of 1996, Barbie Fashion
Designer “was the first piece of entertainment
software to garner a mass market with girls” (p.
46). The authors determined that Barbie Fashion Designer
appealed to girls because it contained lots of nonviolent
action; the user played the role of nurturer; it allowed
for role-playing in a real-world situation; and it
moved one of girls’ common play patterns into
the digital world.
Implications
The studies above indicate that girls favor
computer games that…
- eschew the conflict between good and evil;
- center
on storylines and character development;
- are not competitive
in nature;
- use real-life locales;
- feature strong female characters
in charge of decisions and actions;
- enable users to
play the role of main character, either through self-identification
or through the power
to make decisions;
- focus on human relationships;
- offer some educational
value, as opposed to those designed purely for entertainment;
- contain
nonviolent action; and
- reflect girls’ common
play patterns.
Practical
suggestions for teacher-librarians:
To apply
this research into girls’ preferences
in computer game content, teacher-librarians can:
- use the 10 content characteristics listed
above as selection guidelines. These characteristics
can help
to identify computer games likely to appeal to girls;
- help
to nurture future computer game designers sensitive
to girls’ needs. Until the game market begins
to respond better to girls’ preferences, teacher-librarians
can encourage girls to design their own games. Game
design is also an excellent lead-in to the academic
study of computer science;
- host a contest for the
best new storyline and cast of characters for a computer
game. Such a contest
can capitalize on girls’ interest in stories and
relationships; and
- encourage girls to write essays
explaining which computer game characters are the most like themselves, or
which game characters they would most like to have as friends.
This activity can foster girls’ identification
with existing game characters.
Issue #6: Girls’ preferences
in computer game design
What the research says:
Analyzing the research also
illuminates girls’ preferences
in computer game design. The girls in Inkpen et al.’s
(1994) study preferred playing in pairs or small groups.
Mattel Inc. research indicated that girls are more
interested in playing computer games with other girls
than they are in playing alone; conversely, this research
indicated that boys are more interested in solo play
(Heyman & Berstein, 1996).
In addition to collaborative
play, researchers have learned that the quality of
graphic and multimedia
design is of great importance to girls (Agosto, 2001;
Miller, Chaika, & Groppe’s, 1996). Many girls
decide whether or not a web site or game will appeal
to them based on the visual design of the front page
(Agosto, 2001).
Finally, research indicates that most
girls prefer games that enable them to communicate
with other people
(Heyman & Berstein, 1996; Miller, Chaika, & Groppe,
1996). This preference seems to extend into adulthood.
Jackson, Ervin, Gardner, and Schmitt (2001) found that
female undergraduates used the Internet primarily for
sending e-mail, whereas undergraduate males used the
Internet primarily for searching for factual information. Implications
These studies of computer game design indicate
that girls prefer games that:
- enable them to play with other
players, either online or in person (by sharing the
same computer);
- feature abundant high quality graphic
and multimedia components; and
- enable communication
with other players during play.
Practical suggestions
for teacher-librarians
To apply this research into
girls’ preferences
in computer game design, teacher-librarians can:
- use
the three design characteristics listed above as
selection guidelines. These characteristics can help
to identify computer games likely to appeal to girls;
- take advantage of girls’ interest in graphics
and multimedia. Encourage girls to use digital cameras
and then teach them digital editing skills, or show
them how to design simple web pages to post their
own artwork; and
- make computer use a social activity.
Start a computer pen pal group, or encourage girls
to converse while
playing games together.
Conclusion
Although much has been learned, research
into girls and gaming is in a fledgling state. As
research proliferates,
the importance of encouraging girls to play computer
games should become more widely known, and game designers
will hopefully incorporate related findings into
their products. Until such time, the suggestions offered
in this article can encourage girls to become equal
players in the world of computer gaming.
This research
was commissioned by the Rutgers University Douglass
Project for Rutgers Women in Math, Science
and Engineering, as a part of a grant from the Toyota
USA Foundation.
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Author bio: An assistant professor
in the College of Information Science & Technology
at Drexel University, Dr. Denise E. Agosto’s
major research interests include young people's information
seeking in digital environments, and Hispanic and multicultural
issues in children's and young adult literature and
library services. She can be reached at this e-mail
address.
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