Anotated Bibilography

Works Cited
Blumberg, Fran C., and Lori M. Sokol.. “Boys' and Girls' Use of Cognitive Strategy When Learning to Play Video Games.” Journal of General Psychology 131.2 (Apr. 2004): 151-158. Academic Search Elite. EBSCO. Seton Hill University, Greensburg, PA. 13 January 2008.

Summary: Blumberg’s article is designed to show how boys and girls cognitive structures are different. She uses an experimental observation that includes 104 elementary grade students and the video game, “Sonic the Hedgehog 2.” Each child was tested in a quiet room and was asked questions about video games. One question was, “How often would you say you play video games? A lot or a little?” (Blumberg 154). A code scheme was used for the responses and categorized as either internal or external. The conclusion of this study stated that the children would use internal approaches instead of external.

How it will help my paper: This article uses an experiment that finds the differences in cognitive abilities within children. This will help my research paper introduce how children’s cognitive abilities are different and boys are more likely to use internal strategies. The thesis of Blumberg’s paper states that how a research study will prove cognitive abilities with boys and girls.

Bonanno, Philip, and P. A. M. Kommers.. “Gender Differences and Styles in the Use of Digital Games.” Educational Psychology 25.1 (Feb. 2005): 13-41. Academic Search Elite. EBSCO. Seton Hill University, Greensburg, PA. 13 January 2008.

Summary: This academic article illustrates gender differences in digital media games. Bonanno introduces how men are better at “visuospatial” than women (15). He then states that women are better at “perceptual speed” than men (15). He lists the advantages of men and women and then introduces playing time, motivations, and game preferences. Each one of these categories connects with a specific study. For example Rosengren and Windahl’s information is listed in the motivations paragraph. An experiment was then conducted with biology students about digital games. The study showed that the PC, ranking in at 56%, was the most used gaming system. The study then went on to show how females played less than males. A visual chart was used and proved that females were not into playing as much as males. The article conducted many more studies including game coding, student grouping, and specific genres.

How it will help my paper: This shows the how different genders have different strengths and abilities. The experiments will be useful to incorporate into my paper because it will show how females differ than males when it comes to video games. When relating to specific genres I will be able to note that the “game genre study showed how females and males are better at certain games.” Overall, this article will be useful to refer to when making specific points.

Bryce, J. & Rutter, J. “Killing Like a Girl: Gendered Gaming and Girl Gamers’ Visibility”, DigiPlay 3: Leisure Constraints, Entitlement and Access to Technologies of Leisure, University of Central Lancashire, 15th Sept.

Summary: This article explains the many concerns and problems with the video game industry. The article uses “gendered game content” as a heading and shows that female characters are stereotyped and given limited roles. The use of violence in then examined to show how females don’t enjoy hurting things. The next topic is “gendered spaces” which explains how females don’t get the space they need. The article goes on to provide examples of “gender activities.” The conclusion of the article re-states that there are many ways to explain gender differences in video games.

How it will help my paper: I will be able to use this article by listing specific examples of video games such as “Tomb Radier” or “The Sims” and show the gender differences. This article can be incorporated into a paragraph about video games being gendered based or also how females are stereotyped objects in society.

Flanagan, Mary. “Next Level: Women’s Digital Activism through Gaming.” Digital Media Revisited. England: London, 2003.

Summary: Flanagan’s article describes many topics such as cyber feminism, questioning women, self-discovery, and many more. The first topic is cyber feminism which shows how women have become a part of the video game industry. This section goes on to explain how articles about females in video games have brought much controversy. The section about questioning women talks about how stereotypes have made women seem like sex objects. The next interesting topic was self-discovery which talked about how women’s video games have introduced expressing yourself through art or culture.

How it will help my paper: In the summary I talked about three specific sections in the article that stood out to me, but there are many more. The use of cyber feminism could be included towards the end of my research paper which talks about how women are an important part of video games. When analyzing “questioning women” and “self-discovery” I will be able to talk about controversy of women in video games and also how women are shown as sex appeal objects instead important human beings.

Gailey, Christine Ward. “Mediated Messages: Gender, Class, and Cosmos in Home Video Games.” Journal of Popular Culture 27.1 (Summer 1993): 81-97. Academic Search Elite. EBSCO. Seton Hill University, Greensburg, PA. 14 January 2008.

Summary: Gailey’s article describes the messages that video games can portray. These include gender, class, and cosmos. She uses a project that studied “Nintendo” and “Home Video Games.” This then lead into the discussion about “morality games” and class differences. She then shows how technology can be an important part of games through learning new strategies. The next topic was “class” and she mentions that the price of video games can distinguish which class buys them. This is something that I had not thought about before, but I definitely agree with it. She goes on to talk about what kinds of games boys and girls like to play. For example, she notes “Fantasy-adventure” games as being girl’s games.

How it will help my paper: This article is very interesting because of how Gailey introduces the different topics with video games. I will use this article when talking about specific video games and what gender they are liked by. Gailey uses an important topic called, “Impact: Adults’ and Children’s Views” (91) which explains video games and there effects.

Hayes, Elisabeth. “Women, Video Gaming & Learning: Beyond Stereotypes.” TechTrends: Linking Research & Practice to Improve Learning 49.5 (Sep. 2005): 23-28. Academic Search Elite. EBSCO. Seton Hill University, Greensburg, PA. 13 January 2008.

Summary: This article talks about theories in video games and argues three female gaming issues. These include gaming experience, gendered games, and “acquired” skills. She first uses role-playing games as a starting point and moves into experience. Hayes uses the game “Morrowind” as a game with many advantages. Many people think that women like to shop instead of play games, but Hayes tells us that women like games that they can relate and express thereselves in. She debates violence in video games as being a “masculine thing” to women not liking it because it is “direct competition.” She lists five key topics when it comes to gendered learning. The first one is, “Avoid Stereotypes” (27).

How it will help my paper: This article relates to websites such as womengamers.com and how some females enjoy playing games. In addition, when explaining the three issues about females in video games I can use “Morrowind” as a starting point. I like how Hayes uses five points about gender in video games and I can use it to explain what video games need to do in order to attach females.

Jackson, Kathy Merlock. “From Barbie to Mortal Kombat: Gender and Computer Games (Book).” Journal of American & Comparative Cultures 23.3 (Fall 2000): 125. Academic Search Elite. EBSCO. Seton Hill University, Greensburg, PA. 13 January 2008.

Summary: This entry is a book review showing the psychological aspects of women and men. Jackson notes specific statements that are very strong when talking about gender in video games. One example is, “males have tended to control the computer games industry, create games for themselves, and market exclusively to boys” (125). This statement is true when thinking about video games and shows how women are not even consider apart of the gaming industry. The review goes on to talk about the release of the video game called, “Barbie Fashion Designer” and how successful it was.

How it will help my paper: This article can help start my paper by introducing statements like the one noted above and talking about how important female video games can be in society. This review introduces many ideas that could help the video game industry improve on being not so gendered bias.

Kasavin, Greg. “Samus' Suit Was Made by Men.” GameSpot. 16 Jan. 2008. .

Summary: This website article is composed by an executive editor of GameSpot who talks about how video games are made mostly by men. He continues on to explain how disappointing some of video are today because they do not even include women. He uses the video game “Metroid” as an example of introducing women into the gaming experience. This only occurs at the end of the game when the player wins.

How it will help my paper: I can include this paper in my article because it shows how women are separated from the video game experience. The example that he uses is just one game that vaguely uses a female character, but the player does not know it until the end of the game. This article can show how females are limited in video games.

Kennedy, Helen. “Lara Croft: Feminist or Cyberbimbo.” Game Studies. 16 Jan. 2008. .

Summary: The title of this article gives the reader insight about what is going to be talked about. This article uses the video game “Tomb Radier” as a feminist or cyberbimbo example. It starts off by explaining how “Tomb Raider” started and how successful it was. This game introduces many debatable topics about females in video games. Kennedy starts by talking about “Lara Croft as Action Heroine” and how females can be heroes in video games just like males. He then continues by talking about a male player playing a female character. Kyoko Date is introduced as a Japan video game character similar to Lara Croft. This article uses Lara Croft as a comparison to females in video games and how successful they can be.

How it will help my paper: This article will help my paper by providing a well-known video game (Tomb Raider) and analyzing it for female success in video games or how important they can be. Kennedy makes some interesting points about Lara Croft being an “Action Heroine” and this can help make my paper more specific because it shows a female character in control of the entire video game.

Pratt, Mary K. “She Got Game.” Computerworld 41.23 04 June 2007: 32-36. Academic Search Elite. EBSCO. Seton Hill University, Greensburg, PA. 13 January 2008.

Summary: This important article shows how women can bring “ideas to the table” just like men can. An important quote used in this article stated, “If we want to have [game] titles that reach a diverse audience, our workforces has to reflect that diversity” (34). This title explains what the article is trying to portray because the video game industry must accept female ideas for women to want to play the games. A pie-chart poll shows that more than 60% of males are game players with only 38% being females. This article expresses how important the female voice and brain can be.

How it will help my paper: This article will be important when talking about the women voice in video game industries. The use of statistics can be a focus point that needs to be changed because women are at a lesser advantage when it comes to playing video games. I can also include “What Women Bring” into a paragraph about women’s ideas are as important as males.

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This page contains a single entry by Derek Tickle published on January 17, 2008 2:15 PM.

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