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Koncz P, Demetrovics Z, Urbán R, Griffiths MD, Király O. Gender-specific motivational pathways in ADHD-related inattention and gaming disorder symptoms. Addict Behav 2024; 158:108120. [PMID: 39141972 DOI: 10.1016/j.addbeh.2024.108120] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/25/2024] [Revised: 07/02/2024] [Accepted: 07/25/2024] [Indexed: 08/16/2024]
Abstract
Comorbidity between attention-deficit/hyperactivity disorder (ADHD) and gaming disorder (GD) is widely recognized in the literature. Previous research has indicated gender-dependent underlying mechanisms in the development and maintenance of problematic gaming. Motivational research presents an opportunity to provide further insight regarding the nature of this association. Self-report data were collected from videogame players (N = 14,740) using an online survey in collaboration with a popular gaming magazine. The survey included items concerning symptoms of ADHD and GD, motives for gaming, and time spent playing videogames. Structural equation modeling was used to create two parallel mediation models (one for males, one for females), including motives to play games as mediators. This was done to potentially explain psychological drivers of the association between ADHD and GD. Results demonstrated a common pathway from inattention to GD symptom severity through the immersion/escapism motivation for both males (β = 0.068; p < 0.001) and females (β = 0.081; p < 0.05), while the paths from inattention to GD symptom severity through the habit/boredom motive (β = 0.094; p < 0.001) and competition motive (β = 0.021; p < 0.001) were only significant for males. Gamers experiencing symptoms of ADHD, especially inattentive symptoms, are at risk of the occurrence of GD symptoms through videogames becoming a source of maladaptive coping with daily psychological disturbances. Males experiencing inattentive symptoms tend to additionally develop problematic patterns of use through videogame playing, becoming a subjectively meaningless and boredom-reduction-oriented habitual activity or a platform of virtual competition. Unique differences suggest the necessity of different treatment approaches for males and females.
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Affiliation(s)
- Patrik Koncz
- Doctoral School of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary; Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Zsolt Demetrovics
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary; Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar, Gibraltar; College of Education, Psychology and Social Work, Flinders University, Adelaide, Australia.
| | - Róbert Urbán
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Orsolya Király
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary; Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar, Gibraltar
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Vergel P, La Parra-Casado D, Vives-Cases C. Examining Cybersexism in Online Gaming Communities: A Scoping Review. TRAUMA, VIOLENCE & ABUSE 2024; 25:1201-1218. [PMID: 37243440 DOI: 10.1177/15248380231176059] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 05/28/2023]
Abstract
Cybersexism in the context of online gaming communities, as epitomized by the Gamergate incident back in 2014, has been an issue for a while for gamer women, yet it has not received proper attention. In this scoping review, we have aimed to assess its main characteristics, its consequences for gamer women, its triggers and predictors, and related prevention and mitigation policies provided by the existing research. The Preferred Reporting Items for Systematic Reviews and Meta-Analyses for Scoping Reviews (PRISMA-ScR) guidelines were applied to the design of the scoping review. Empirical studies were accessed via database searches. The following databases were prospected: Scopus, ProQuest, Web of Science, PsycINFO, PubMed, and ACM from March to May 2021. A total of 33 studies were included in the final analysis after database searching, filtering, and snowballing. Most of the selected studies (66%, n = 22) were focused on the manifestations of cybersexism in gaming communities, with gender-driven trash-talking being the main one. The main drivers and triggers behind cybersexist behaviors were also the research topic in 66% (n = 22) of the studies and the consequences and coping strategies were studied in 52% (n = 17) of the articles. Furthermore, 12% (n = 4) of the studies assessed policies and actions to prevent cybersexism. Cybersexism and its manifestations are a reality that conditions gamer women, provoking avoidance and ultimately withdrawal from gaming and, therefore, creating inequality, impairing full digital citizenship, and widening the digital gender gap.
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Affiliation(s)
| | | | - Carmen Vives-Cases
- University of Alicante, Spain
- CIBER for Epidemiology and Public Health, Madrid, Spain
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3
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Friehs MA, Klarkowski M, Frommel J, Phillips C, Mandryk RL. Fighting fair: community perspectives on the fairness of performance enhancement in esports. Front Sports Act Living 2024; 6:1330755. [PMID: 38532852 PMCID: PMC10963441 DOI: 10.3389/fspor.2024.1330755] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/31/2023] [Accepted: 03/04/2024] [Indexed: 03/28/2024] Open
Abstract
Aims This study aims to explore community perspectives on enhancer usage in competitive gaming and esports, focusing on the perception of fairness and concerns about various potential performance enhancers. Methods We conducted both qualitative and quantitative surveys to understand the competitive gaming community's opinions on different types of performance enhancers and their potential impact on esports. A thematic analysis was performed to identify key themes in how players rationalize their opinions. Conclusions The gaming community differentiates between potential performance enhancers based on how problematic they are for the esports scene, with the most concern surrounding hard drugs, pharmaceuticals, and brain stimulation interventions. Participants who are more invested in competitive gaming tend to be more sceptical of enhancers and express greater concerns. Four themes were identified in the thematic analysis: (1) risk, (2) morality, (3) enhancer effects, and (4) regulation. To increase acceptance and perceived legitimacy in decision-making, it is recommended that regulators engage a variety of stakeholders in transparent decision-making processes when forming tournament rules and regulations. This will help address the fragmented regulatory landscape and prevent potential differences in the perception of tournament winners based on the governing body supervising the competition.
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Affiliation(s)
- Maximilian A. Friehs
- Psychology of Conflict Risk and Safety, University of Twente, Enschede, Netherlands
- School of Psychology, University College Dublin, Dublin, Ireland
- Max-Planck Institute for Human Cognitive and Brain Sciences, Leipzig, Germany
| | - Madison Klarkowski
- Human-Computer Interaction Lab, Department of Computer Science, University of Saskatchewan, Leipzig, Germany
| | - Julian Frommel
- Interaction Media Group, Information and Computing Sciences, Utrecht University, Utrecht, Netherlands
| | - Cody Phillips
- Human-Computer Interaction Lab, Department of Computer Science, University of Saskatchewan, Leipzig, Germany
| | - Regan L. Mandryk
- Faculty of Computer Science, University of Victoria, Victoria, BC, Canada
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Bustos-Ortega M, Carretero-Dios H, Megías JL, Romero-Sánchez M. Sexist Attitudes in Online Video Gaming: Development and Validation of the Sexism Against Women Gamers Scale in Spanish and English. PSYCHOLOGY OF WOMEN QUARTERLY 2023. [DOI: 10.1177/03616843231162837] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/30/2023]
Abstract
Sexism is an increasingly prevalent problem in the gaming community. However, until now, assessment instruments focused on the construct “sexism against women gamers” are lacking. We present an eight-item self-report scale: Sexism Against Women Gamers Scale (SAWGS). We studied the reliability and validity of the scores of Spanish and English versions across five independent samples ( N = 2,437), with participants from Spain and the United States. Scores on both versions demonstrated high reliability, while exploratory and confirmatory factor analyses supported their unidimensional structure. The analysis established configural, metric, and scalar invariance across gender. SAWGS was invariant at the configural level across countries. SAWGS scores were independent of social desirability, positively correlated with myths about intimate-partner violence against women, sexism, and social dominance orientation, and correlated negatively with feminism. Using two fictitious scenarios of sexism in online gaming, we found that gamers with higher scores on SAWGS showed a greater tendency to downplay a sexist incident and proposed a less severe punishment for toxic gamers. The SAWGS explained additional variance on responses to scenarios beyond that explained by other measures. The detection of sexism should make it possible to develop programs for its eradication and avoid negative consequences for women gamers. Additional online materials for this article are available on PWQ's website at http://journals.sagepub.com/doi/suppl/10.1177/03616843231162837
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Saemi E, Moteshareie E, Jalilinasab S, Afrash S, Deshayes M. Gender stereotypes and motor performance: How explicit and implicit stereotypes influence girls standing long jump and anxiety. PSYCHOLOGY OF SPORT AND EXERCISE 2023; 64:102334. [PMID: 37665817 DOI: 10.1016/j.psychsport.2022.102334] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 06/07/2022] [Revised: 11/09/2022] [Accepted: 11/09/2022] [Indexed: 09/06/2023]
Abstract
OBJECTIVES Inducing a negative stereotype toward women usually leads to a decrease in women's motor performance. Given that most studies have focused on explicit stereotype induction among adults, the main aim of this study was to investigate the effects of explicit and implicit gender stereotypes on standing long jump performance in children. The second aim was to investigate the effects of these same manipulations on children's state anxiety. DESIGN A mixed model design with within-between-subject was used with standing long jump performance and state anxiety as dependent variables. METHOD Two hundred and four children (Mage = 10.95 years, SDage = 0.85) participated in this study and were randomly assigned, after baseline measurement, into four different groups (i.e., explicit/implicit vs. explicit vs. implicit vs. control). Specifically, participants performed 8 trials of standing long jump (4 trials during the baseline phase and 4 trials during the experimental phase). Children also completed the competitive state Anxiety Inventory at baseline as well as immediately after the trials. RESULTS For motor performance, children in the explicit/implicit group and in the implicit group were negatively affected by the stereotype manipulation during all trials whereas participants in the explicit group were only negatively impacted during the last two trials. However, regarding state anxiety, children were negatively affected after both explicit only and implicit only manipulations and more significantly after explicit/implicit manipulation. CONCLUSIONS The present research showed that the explicit and implicit manipulations influenced motor performance differently, but that these two manipulations increased state anxiety in the same way. Moreover, the combination of the explicit and implicit inductions leads to a greater significant negative influence on state anxiety but not motor performance.
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Affiliation(s)
- Esmaeel Saemi
- Department of Motor Behavior and Sport Psychology, Faculty of Sport Sciences, Shahid Chamran University of Ahvaz, Ahvaz, Iran.
| | - Ebrahim Moteshareie
- Department of Cognitive and Behavioral Science and Technology in Sport, Faculty of Sport Sciences and Health, Shahid Beheshti University, Tehran, Iran
| | - Sara Jalilinasab
- Department of Motor Behavior and Sport Psychology, Faculty of Sport Sciences, Shahid Chamran University of Ahvaz, Ahvaz, Iran
| | - Sana Afrash
- Department of Motor Behavior and Sport Psychology, Faculty of Sport Sciences, Shahid Chamran University of Ahvaz, Ahvaz, Iran
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Santos J, Andrade E, Benevides K, Silva K, Nascimento J, Bittencourt I, Pereira M, Fernandes S, Isotani S. Does gender stereotype threat affects the levels of aggressiveness, learning and flow in gamified learning environments?: An experimental study. EDUCATION AND INFORMATION TECHNOLOGIES 2023; 28:1637-1662. [PMID: 35935900 PMCID: PMC9340726 DOI: 10.1007/s10639-022-11220-3] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 01/28/2022] [Accepted: 07/03/2022] [Indexed: 05/16/2023]
Abstract
Studies in the literature reported several positive benefits provided by the use of technology in online education, especially in the gamified tutoring system. However, despite the benefits of intelligent tutoring systems, recent studies indicate the presence of a gender gap not considered in the construction of the attributes present in the gamified tutoring system. To investigate this impact by observing users' behavioral changes in gamified online educational environments, the present study aims to investigate the effects of the stereotype threats using a quantitative experiment with a Factorial Design in three gamified environments (stereotypical male version, stereotypical female version and control environment). Was conducted an experiment with 150 individuals (high school and undergraduate students) without considering age, ethnicity, or social class. The results show that the participants allocated to the male learning environment present an increase in aggressiveness level. Furthermore, the results also show the stereotypical male and female learning environments increased the participants' performance level. Another finding was that the threatening condition provided a significant increase in the participants' flow level among males subjected to a threatening condition, which did not manifest in the case of females. In addition, this study also observed the effect of the stereotype threat on men and women in the threatening condition by division in the 34-year age group, resulting in a significant increase in the level of flow among men. This study showed previous results show that the gamified environment influences psychological variables as aggressiveness, intellectual performance, and flow level, they raise questions about the direction of these changes and the impact they may have on users' usability and performance in these systems.
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Affiliation(s)
- Jário Santos
- Institute of Mathematics and Computational Sciences, University of São Paulo (USP), Avenida Trabalhador São-Carlense, 400 Centro, 13566-590 São Carlos, SP Brazil
| | - Ester Andrade
- Computing Institute, Federal University of Alagoas (UFAL), Campus A.C. Simões, Cidade Universitária, 57072-970 Maceió, AL Brazil
| | - Kamila Benevides
- Computing Institute, Federal University of Alagoas (UFAL), Campus A.C. Simões, Cidade Universitária, 57072-970 Maceió, AL Brazil
| | - Kelly Silva
- Computing Institute, Federal University of Alagoas (UFAL), Campus A.C. Simões, Cidade Universitária, 57072-970 Maceió, AL Brazil
| | - João Nascimento
- Institute of Psychology, Federal University of Alagoas (UFAL), Campus A.C. Simões, Cidade Universitária, 57072-970 Maceió, AL Brazil
| | - Ig Bittencourt
- Computing Institute, Federal University of Alagoas (UFAL), Campus A.C. Simões, Cidade Universitária, 57072-970 Maceió, AL Brazil
- Institute of Psychology, Federal University of Alagoas (UFAL), Campus A.C. Simões, Cidade Universitária, 57072-970 Maceió, AL Brazil
| | - Marcos Pereira
- Institute of Psychology, Federal University of Bahia (UFBA), Campus Universitário, São Lãzaro, Salvador, BA 41940-220 Brazil
| | - Sheyla Fernandes
- Institute of Psychology, Federal University of Alagoas (UFAL), Campus A.C. Simões, Cidade Universitária, 57072-970 Maceió, AL Brazil
| | - Seiji Isotani
- Institute of Mathematics and Computational Sciences, University of São Paulo (USP), Avenida Trabalhador São-Carlense, 400 Centro, 13566-590 São Carlos, SP Brazil
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Protecting a Positive View of the Self: Female Gamers’ Strategic Self-Attribution of Stereotypes. SEX ROLES 2022. [DOI: 10.1007/s11199-022-01343-9] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/29/2022]
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8
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Gender Stereotypes in Hollywood Movies and Their Evolution over Time: Insights from Network Analysis. BIG DATA AND COGNITIVE COMPUTING 2022. [DOI: 10.3390/bdcc6020050] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 02/01/2023]
Abstract
The present analysis of more than 180,000 sentences from movie plots across the period from 1940 to 2019 emphasizes how gender stereotypes are expressed through the cultural products of society. By applying a network analysis to the word co-occurrence networks of movie plots and using a novel method of identifying story tropes, we demonstrate that gender stereotypes exist in Hollywood movies. An analysis of specific paths in the network and the words reflecting various domains show the dynamic changes in some of these stereotypical associations. Our results suggest that gender stereotypes are complex and dynamic in nature. Specifically, whereas male characters appear to be associated with a diversity of themes in movies, female characters seem predominantly associated with the theme of romance. Although associations of female characters to physical beauty and marriage are declining over time, associations of female characters to sexual relationships and weddings are increasing. Our results demonstrate how the application of cognitive network science methods can enable a more nuanced investigation of gender stereotypes in textual data.
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Wang L, Sun Y, Luo X(R. Game affordance, gamer orientation, and in‐game purchases: A hedonic–instrumental framework. INFORMATION SYSTEMS JOURNAL 2022. [DOI: 10.1111/isj.12384] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/18/2023]
Affiliation(s)
- Le Wang
- School of Management Xi‘an Jiaotong University Xi'an China
| | - Yongqiang Sun
- School of Information Management Wuhan University Wuhan China
| | - Xin (Robert) Luo
- Anderson School of Management University of New Mexico Albuquerque New Mexico USA
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Kuss DJ, Kristensen AM, Williams AJ, Lopez-Fernandez O. To Be or Not to Be a Female Gamer: A Qualitative Exploration of Female Gamer Identity. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:1169. [PMID: 35162194 PMCID: PMC8835226 DOI: 10.3390/ijerph19031169] [Citation(s) in RCA: 6] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 12/30/2021] [Revised: 01/18/2022] [Accepted: 01/19/2022] [Indexed: 02/01/2023]
Abstract
The literature on online gaming has generally focused on male gamers and has been dominated by negative aspects of gaming. The present study addresses the gender gap in this field by exploring experiences of female gamers further by unravelling several positive experiences alongside some potentially harmful tendencies connected to gaming, including female gamers' wishes and ambitions for their future gaming. A total of 20 female adult gamers across Europe were interviewed and results were analysed using thematic analysis. Four main themes were identified: (i) to be or not to be a (female) gamer; (ii) improving social skills and levelling up on mental health; (iii) not always a healthy escape; and (iv) there is more to explore. The present study is one of few empirical studies regarding the construction of self-image, and experiences of female gamers. It has showed participants have a history as gamers from adolescence, but still face problems derived from the stigmatised internal gender self-image. Externally, female gamer stigmatisation may result in sexism, gender violence, harassment, and objectification. Additionally, females may decide against identifying as gamers, engaging in social gaming interaction, or hold back from online gaming in general, thereby missing out on the opportunities for recreation as well as social and psychological benefits that gaming brings. There is, therefore, urgent need for more research and actions to promote change, equity, education, and security for female gamers as well as their male counterparts. Game developers would benefit from understanding this large gamer demographic better and tailoring games for women specifically.
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Affiliation(s)
- Daria J. Kuss
- International Gaming Research Unit, Cyberpsychology Research Group, Department of Psychology, Nottingham Trent University, Nottingham NG1 4FQ, UK
| | - Anne Marie Kristensen
- Center for Visual Cognition, Department of Psychology, University of Copenhagen, 1165 Copenhagen, Denmark;
| | - A. Jess Williams
- School of Psychology, Institute for Mental Health, University of Birmingham, Birmingham B15 2SQ, UK;
| | - Olatz Lopez-Fernandez
- Foundation Health Research Institute, Fundación Jiménez Díaz University Hospital, 28040 Madrid, Spain
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11
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Granero R, Fernández-Aranda F, Castro-Calvo J, Billieux J, Valero-Solís S, Mora-Maltas B, Rivas-Pérez S, Valenciano-Mendoza E, Del Pino-Gutiérrez A, Gómez-Peña M, Moragas L, Baenas I, Mena-Moreno T, Casalé-Salayet G, Codina E, González-Bueso V, Santamaría JJ, Baño M, Menchón JM, Jiménez-Murcia S. Subtyping treatment-seeking gaming disorder patients. Addict Behav 2021; 123:107086. [PMID: 34450349 DOI: 10.1016/j.addbeh.2021.107086] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/11/2021] [Revised: 08/11/2021] [Accepted: 08/11/2021] [Indexed: 12/11/2022]
Abstract
BACKGROUND AND AIMS Gaming Disorder (GD) is characterized by a pattern of persistent and uncontrolled gaming behavior that causes a marked impairment in important areas of functioning. The evolution of the worldwide incidence of this disorder warrants further studies focused on examining the existence of different subtypes within clinical samples, in order to tailor treatment. This study explored the existence of different profiles of patients seeking treatment for GD through a data-driven approach. METHODS The sample included n = 107 patients receiving treatment for GD (92% men and 8% women) ranging between 14 and 60 years old (mean age = 24.1, SD = 10). A two-step clustering analysis approach explored the existence of different underlying GD profiles based on a broad set of indicators, including sociodemographic features, clinical course of the condition (e.g., onset or evolution), psychopathological symptoms, and personality traits. RESULTS Two GD profiles emerged. The first cluster grouped together patients who presented with a lower psychological impact (n = 72, 66.1%), whereas the second cluster comprised patients with a higher psychological impact (n = 35, 32.7%). Cluster comparisons revealed that those patients presenting the higher impact were older, with a later onset of pathological gaming patterns, and more pronounced psychopathological symptoms and dysfunctional personality profiles. CONCLUSIONS GD severity is influenced by specific demographic, clinical, and psychopathological factors. The identification of two separate profiles provides empirical evidence that contributes to the conceptualization of this disorder, as well as to the development of reliable and valid screening tools and effective intervention plans focused on the precise characteristics of the treatment-seeking patients.
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Affiliation(s)
- Roser Granero
- Ciber Fisiopatología Obesidad y Nutrición (CIBERObn), Instituto Salud Carlos III, Madrid, Spain; Department of Psychobiology and Methodology, Autonomous University of Barcelona, Barcelona, Spain.
| | - Fernando Fernández-Aranda
- Ciber Fisiopatología Obesidad y Nutrición (CIBERObn), Instituto Salud Carlos III, Madrid, Spain; Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain; Psychiatry and Mental Health Group, Neuroscience Program, Institut d'Investigació Biomèdica de Bellvitge - IDIBELL, L'Hospitalet de Llobregat, Spain; Department of Clinical Sciences, School of Medicine, Universitat de Barcelona - UB, L'Hospitalet de Llobregat, Spain.
| | - Jesús Castro-Calvo
- Department of Personality, Assessment, and Psychological Treatments, University of Valencia, Valencia, Spain.
| | - Joël Billieux
- Institute of Psychology, University of Lausanne, Lausanne, Switzerland; Centre for Excessive Gambling, Addiction Medicine, Lausanne University Hospitals (CHUV), Lausanne, Switzerland.
| | - Susana Valero-Solís
- Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain
| | - Bernat Mora-Maltas
- Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain.
| | - Sandra Rivas-Pérez
- Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain.
| | | | - Amparo Del Pino-Gutiérrez
- Ciber Fisiopatología Obesidad y Nutrición (CIBERObn), Instituto Salud Carlos III, Madrid, Spain; Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain; Department of Public Health, Mental Health and Maternal-Child Nursing, School of Nursing, University of Barcelona, Barcelona, Spain.
| | - Mónica Gómez-Peña
- Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain.
| | - Laura Moragas
- Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain.
| | - Isabel Baenas
- Ciber Fisiopatología Obesidad y Nutrición (CIBERObn), Instituto Salud Carlos III, Madrid, Spain; Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain.
| | - Teresa Mena-Moreno
- Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain.
| | - Gemma Casalé-Salayet
- Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain.
| | - Ester Codina
- Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain.
| | - Vega González-Bueso
- Atención e Investigación en Socioadicciones (AIS), Mental Health and Addictions Network, Generalitat de Catalunya (XHUB), Barcelona, Spain.
| | - Juan Jose Santamaría
- Atención e Investigación en Socioadicciones (AIS), Mental Health and Addictions Network, Generalitat de Catalunya (XHUB), Barcelona, Spain.
| | - Marta Baño
- Atención e Investigación en Socioadicciones (AIS), Mental Health and Addictions Network, Generalitat de Catalunya (XHUB), Barcelona, Spain.
| | - José M Menchón
- Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain; Psychiatry and Mental Health Group, Neuroscience Program, Institut d'Investigació Biomèdica de Bellvitge - IDIBELL, L'Hospitalet de Llobregat, Spain; Department of Clinical Sciences, School of Medicine, Universitat de Barcelona - UB, L'Hospitalet de Llobregat, Spain; Ciber Salut Mental (CIBERSam), Instituto de Salud Carlos III. Madrid, Spain.
| | - Susana Jiménez-Murcia
- Ciber Fisiopatología Obesidad y Nutrición (CIBERObn), Instituto Salud Carlos III, Madrid, Spain; Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain; Psychiatry and Mental Health Group, Neuroscience Program, Institut d'Investigació Biomèdica de Bellvitge - IDIBELL, L'Hospitalet de Llobregat, Spain; Department of Clinical Sciences, School of Medicine, Universitat de Barcelona - UB, L'Hospitalet de Llobregat, Spain.
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Mousavi SM, Gray L, Beik S, Deshayes M. "You Kick Like A Girl!" The Effects of Gender Stereotypes on Motor Skill Learning in Young Adolescents. JOURNAL OF SPORT & EXERCISE PSYCHOLOGY 2021; 43:450-458. [PMID: 34686621 DOI: 10.1123/jsep.2020-0255] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 08/31/2020] [Revised: 05/22/2021] [Accepted: 06/10/2021] [Indexed: 06/13/2023]
Abstract
This study investigated the effect of gender stereotypes on (a) a soccer learning task based on accuracy (i.e., shooting on different size targets) among young adolescents and (b) the strategy used to score as many points as possible. After performing 10 baseline trials, 45 young adolescents were randomly divided into three groups: positive stereotype, negative stereotype, and control. Then, they performed five blocks of 10 trials and two retention tests, 1 and 3 days after the stereotype manipulation to assess the relatively permanent consequences of stereotype effects. Results showed that when the negative stereotype was induced, participants performed worse during the acquisition phase and the first retention test. The positive stereotype only had a positive effect on performance during the second retention test. These findings provide the first evidence of the effect of gender stereotypes on motor learning tasks requiring accuracy among young adolescents.
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Darvin L, Mumcu C, Pegoraro A. When virtual spaces meet the limitations of traditional sport: Gender stereotyping in NBA2K. COMPUTERS IN HUMAN BEHAVIOR 2021. [DOI: 10.1016/j.chb.2021.106844] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/09/2022]
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Melchers KG, Basch JM. Fair play? Sex‐, age‐, and job‐related correlates of performance in a computer‐based simulation game. INTERNATIONAL JOURNAL OF SELECTION AND ASSESSMENT 2021. [DOI: 10.1111/ijsa.12337] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/27/2022]
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Lange BP, Wühr P, Schwarz S. Of Time Gals and Mega Men: Empirical Findings on Gender Differences in Digital Game Genre Preferences and the Accuracy of Respective Gender Stereotypes. Front Psychol 2021; 12:657430. [PMID: 34040565 PMCID: PMC8141853 DOI: 10.3389/fpsyg.2021.657430] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/22/2021] [Accepted: 04/09/2021] [Indexed: 11/30/2022] Open
Abstract
We investigated the accuracy of gender stereotypes regarding digital game genre preferences. In Study 1, 484 female and male participants rated their preference for 17 game genres (gender differences). In Study 2, another sample of 226 participants rated the extent to which the same genres were presumably preferred by women or men (gender stereotypes). We then compared the results of both studies in order to determine the accuracy of the gender stereotypes. Study 1 revealed actual gender differences for most genres—mostly of moderate size. Study 2 revealed substantial gender stereotypes about genre preferences. When comparing the results from both studies, we found that gender stereotypes were accurate in direction for most genres. However, they were, to some degree, inaccurate in size: For most genres, gender stereotypes overestimated the actual gender difference with a moderate mean effect size.
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Affiliation(s)
- Benjamin P Lange
- Department of Media Psychology, Julius-Maximilians-University of Wuerzburg, Wuerzburg, Germany.,Department of Social Sciences, IU International University of Applied Sciences, Berlin, Germany
| | - Peter Wühr
- Department of Psychology, Technical University Dortmund, Dortmund, Germany
| | - Sascha Schwarz
- Department of Psychology, University of Wuppertal, Wuppertal, Germany
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16
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Wang L. Understanding peer recommendation in mobile social games: the role of needs–supplies fit and game identification. INFORMATION TECHNOLOGY & PEOPLE 2021. [DOI: 10.1108/itp-02-2020-0057] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
PurposeThe purpose of this paper is to understand the antecedents of peer recommendations (generating positive word-of-mouth and recruiting others) in the context of mobile social games.Design/methodology/approachDrawing on the needs–supplies fit framework and social identity theory, this paper proposes that game design characteristics (challenge, fairness, innovativeness and ease of use) influence game identification, which further predicts word-of-mouth (WOM) generation and recruitment intention. This paper further suggests fits between gamer orientation (passing time and seeking achievements) and game design lead to enhanced game identification. The model was tested using data from an empirical survey with 767 mobile social gamers.FindingsGame challenge, game fairness, game innovativeness and ease of use are positively associated with game identification, whereas game identification positively predicts WOM generation and recruitment intention. Achievement-seeking use was found to enhance the effects of game challenge and game fairness on game identification, and passing time use was found to strengthen the effects of game innovativeness and ease of use on game identification.Research limitations/implicationsThe findings of this study provide operable implications to facilitate peer recommendations in a mobile gaming context. The model was only tested within the context of mobile social games, however, so caution is advised when generalizing the findings to other game subgenres.Originality/valueThis study distinguishes itself from other peer recommendation studies by taking recruitment, a more straightforward and salient form of peer recommendation, into account. This paper enriches theory by investigating the antecedents and consequences of game identification. This study clarifies the underlying mechanism of how game design influences peer recommendations and examines the interactions between game design and gamer orientation.
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17
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Hodge SE, Taylor J, McAlaney J. Is It Still Double Edged? Not for University Students' Development of Moral Reasoning and Video Game Play. Front Psychol 2020; 11:1313. [PMID: 32595573 PMCID: PMC7300296 DOI: 10.3389/fpsyg.2020.01313] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/05/2019] [Accepted: 05/18/2020] [Indexed: 11/13/2022] Open
Abstract
Previous research with video game play and moral development with adolescents, found both positive and negative relationships. This study aimed to extend this research to explore moral development and video game play with university students. One hundred and thirty-five undergraduate students (M = 20.29, SD = 2.70) took part in an online survey. The results suggested higher moral reasoning for participants who described themselves as gamers and those which do not play, compared those who play but do not identify as gamers. It was suggested that males had higher moral scores and more mature reasoning than females. The results of a regression analysis suggested that there were no significant predictors for moral development from either game play or the demographic variables. The findings suggest that moral development could be less influenced by sex, age, and video game play factors such as video game content and amount of game play, than was previously thought for this age group.
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Affiliation(s)
- Sarah E Hodge
- Department of Psychology, Bournemouth University, Poole, United Kingdom
| | - Jacqui Taylor
- Department of Psychology, Bournemouth University, Poole, United Kingdom
| | - John McAlaney
- Department of Psychology, Bournemouth University, Poole, United Kingdom
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18
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Yücel Y, Rızvanoğlu K. Battling gender stereotypes: A user study of a code-learning game, “Code Combat,” with middle school children. COMPUTERS IN HUMAN BEHAVIOR 2019. [DOI: 10.1016/j.chb.2019.05.029] [Citation(s) in RCA: 11] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/26/2022]
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19
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Naidoo R, Coleman K, Guyo C. Exploring gender discursive struggles about social inclusion in an online gaming community. INFORMATION TECHNOLOGY & PEOPLE 2019. [DOI: 10.1108/itp-04-2019-0163] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
Purpose
The purpose of this paper is to adopt a critical relational dialectics framework to identify and explore gender discursive struggles about social inclusion observed in an online gaming community, in South Africa.
Design/methodology/approach
The paper uses a technique called contrapuntal analysis to identify and explore competing discourses in over 200 messages on gender struggles about social inclusion posted in the local community’s gamer discussion board, based on seven threads initiated by women gamer activists.
Findings
The findings show how four interrelated gender discursive struggles about social inclusion and social exclusion animated the meanings of online gamer relations: dominance vs equality, stereotyping vs diversity, competitiveness vs cooperativeness and privilege vs empowerment.
Practical implications
Game designers should reinforce more accurate and positive stereotypes to cater for the rapidly growing female gamer segment joining the online gaming market and to develop a less chauvinistic and more diversely representative online gaming community. Enlightened gamers should exercise greater solidarity in fighting for gender equality in online gaming communities.
Originality/value
The critical relational dialectics analysis adopted in this study offers a promising avenue to understand and critique the discursive struggles that arise when online gamers from the different gender groups relate. The findings highlight the unequal discursive power and privilege of many white male gamers when discussing social inclusion. Advancing our understanding of these discursive struggles creates the possibilities for improving social inclusion in online gaming communities.
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Wasserman JA, Rittenour CE. Who wants to play? Cueing perceived sex-based stereotypes of games. COMPUTERS IN HUMAN BEHAVIOR 2019. [DOI: 10.1016/j.chb.2018.09.003] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/25/2022]
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21
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Sharma M, Anand N, Suma N, Thakur P, Sahu M, John N, Tadpatrikar A, Singh P, Ajith SJ, Biswas A, Archana R, Vishwakarma A, Murthy K. Reasons for playing online games among females: A case report based evidence. JOURNAL OF MENTAL HEALTH AND HUMAN BEHAVIOUR 2019. [DOI: 10.4103/jmhhb.jmhhb_52_19] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/04/2022] Open
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22
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Lopez-Fernandez O, Williams AJ, Griffiths MD, Kuss DJ. Female Gaming, Gaming Addiction, and the Role of Women Within Gaming Culture: A Narrative Literature Review. Front Psychiatry 2019; 10:454. [PMID: 31354536 PMCID: PMC6635696 DOI: 10.3389/fpsyt.2019.00454] [Citation(s) in RCA: 44] [Impact Index Per Article: 8.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/20/2019] [Accepted: 06/10/2019] [Indexed: 01/09/2023] Open
Abstract
Research investigating female gaming has begun to emerge despite gaming being traditionally more popular with males. Research in the 21st century has drawn attention to the role of women in culture, society, and technology, and female gaming is one of the growing phenomena not to have been researched in depth. The aim of the present paper was to review female gaming (i.e., the role of females within video game culture) and identify any associated psychopathological symptomatology. The review adapted the Sample, Phenomenon of Interest, Design, Evaluation, Research (SPIDER) model in conducting a narrative literature review. A search of three scientific electronic databases yielded 49 papers for further evaluation. From a methodological perspective, studies had to fulfill the following criteria to be included: i) published between the years 2000 and 2018; ii) assessed female gaming or the female position within gaming culture, iii) contained quantitative, qualitative, or mixed methods approaches to produce empirical data or discuss theoretical implications through reviews, iv) be retrievable as a full-text peer-reviewed journal paper, and v) published in English, German, Polish, Spanish, Italian, Portuguese, or French. Four categories emerged from the papers: i) the benefits of female gaming, ii) why women might play video games less than men, iii) perceptions and realities of female characters within video games, and iv) women's position in gaming culture. The main findings showed playing video games has benefits for women in terms of enhancing cognitive, social, and physical abilities. However, they are less encouraged to play video games due to negative expectations based on gender and/or experiences during game play. Video games are associated with stereotypical male characteristics, such as being overly aggressive, and frequently contain sexualized content. Female gamers appear to require coping strategies to handle online harassment. Females look for different things in video games, which are not often included in game designs thereby limiting their abilities. For instance, female avatar representation-which is exaggerated and hypersexualized-can prompt social comparisons and lead to feelings of decreased self-esteem, depression, and other impacts on well-being. Overall, there are still obstacles for women playing video games even though they comprise half of the gaming population.
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Affiliation(s)
- Olatz Lopez-Fernandez
- International Gaming Research Unit, Department of Psychology, Nottingham Trent University, Nottingham, United Kingdom.,Turning Point, Eastern Health and Clinical School, Monash University, Melbourne, VIC, Australia
| | - A Jess Williams
- International Gaming Research Unit, Department of Psychology, Nottingham Trent University, Nottingham, United Kingdom.,Institute for Mental Health, School of Psychology, University of Birmingham, Birmingham, United Kingdom
| | - Mark D Griffiths
- International Gaming Research Unit, Department of Psychology, Nottingham Trent University, Nottingham, United Kingdom
| | - Daria J Kuss
- International Gaming Research Unit, Department of Psychology, Nottingham Trent University, Nottingham, United Kingdom
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23
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Female Gamers’ Experience of Online Harassment and Social Support in Online Gaming: A Qualitative Study. Int J Ment Health Addict 2018. [DOI: 10.1007/s11469-018-9962-0] [Citation(s) in RCA: 15] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/28/2022] Open
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24
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Reprint of ‘First exposure to Arduino through peer-coaching: Impact on students' attitudes towards programming’. COMPUTERS IN HUMAN BEHAVIOR 2018. [DOI: 10.1016/j.chb.2017.12.011] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/20/2022]
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25
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Pennington CR, Kaye LK, McCann JJ. Applying the multi-threat framework of stereotype threat in the context of digital gaming. PLoS One 2018; 13:e0192137. [PMID: 29444126 PMCID: PMC5812608 DOI: 10.1371/journal.pone.0192137] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/03/2017] [Accepted: 01/17/2018] [Indexed: 11/19/2022] Open
Abstract
Females often report experiencing stigmatisation pertaining to their competency in digital gaming communities. Employing the principles of the multi-threat framework of stereotype threat, the current research examined the impact of gender-related stereotypes on females’ gaming performance and related self-perceptions. In Experiment 1, 90 females were assigned to one of three conditions in which they were primed that their performance would be either diagnostic of their personal (self-as-target) or gender group’s ability (group-as-target) or would be non-diagnostic of gaming ability (control). In Experiment 2, 90 females were primed that their performance would be judged by a group of other females (in-group source) or males (out-group source), or would be non-diagnostic of ability (control). Participants then completed a casual gaming task, as well as measures of competence beliefs, self-efficacy and self-esteem. Findings from Experiment 1 indicate that neither a self-as-target nor a group-as-target stereotype affected significantly gaming performance, or game-related self-efficacy, self-esteem and competency beliefs. Findings from Experiment 2 reveal further that females’ gaming performance and associated self-perceptions were not impacted significantly by an in-group or out-group source of stereotype threat. The discussion turns to potential explanations for these findings, proposing that females may not perceive negative gender-gaming stereotypes to be an accurate representation of their personal or social group’s gaming ability. We also discuss the implications of the experimental design and difficulty, as well as the potential for domain identification to moderate performance outcomes under stereotype threat.
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Affiliation(s)
- Charlotte R. Pennington
- Department of Health and Social Sciences, University of the West of England, Frenchay Campus, Coldharbour Lane, Bristol, United Kingdom
| | - Linda K. Kaye
- Department of Psychology, Edge Hill University, Ormskirk, Lancashire, United Kingdom
- * E-mail:
| | - Joseph J. McCann
- Department of Psychology, Edge Hill University, Ormskirk, Lancashire, United Kingdom
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26
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Kaye LK, Pennington CR, McCann JJ. Do casual gaming environments evoke stereotype threat? Examining the effects of explicit priming and avatar gender. COMPUTERS IN HUMAN BEHAVIOR 2018. [DOI: 10.1016/j.chb.2017.09.031] [Citation(s) in RCA: 16] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/24/2022]
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27
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Kaye LK, Gresty CE, Stubbs-Ennis N. Exploring Stereotypical Perceptions of Female Players in Digital Gaming Contexts. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2017; 20:740-745. [PMID: 29211508 DOI: 10.1089/cyber.2017.0294] [Citation(s) in RCA: 15] [Impact Index Per Article: 2.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/13/2022]
Abstract
Gender stereotypes are still reported to exist in digital gaming contexts, despite the fact that participation of females is relatively equal to that of males. The current research explored a number of factors and their impact upon stereotypical perceptions and attitudes toward female players. This included avatar gender, gender identity by gaming context, as well as more general gender-role beliefs. We undertook two studies, each utilizing an online questionnaire targeted toward online players. Study 1 recruited online gamers (N = 489) and compared competence perceptions of players, which varied by player gender (male, female) and avatar gender (male, female), whereby four conditions were established. Overall, player competence was perceived to be highest when male avatars were used, specifically when female players were depicted in this way. Study 2 explored the relationships between male social identity and gender-role beliefs, with sexist attitudes in gaming, and whether this varied by gaming context (massively multiplayer online [MMO] vs. first-person shooter [FPS]). Male online gamers (N = 193) were recruited, of which 112 were MMO players, and 81 were FPS players. It was found that identifying as male social identity was not related to sexist attitudes in either gaming context. However, more general gender-role beliefs were related to sexist attitudes. The findings indicate that although certain stereotypes exist (e.g., competence perceptions), these are not necessarily harvested by players' identities within communities, but may derive through more operational functions such as avatar gender.
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Affiliation(s)
- Linda K Kaye
- Department of Psychology, Edge Hill University , Ormskirk, United Kingdom
| | - Claire E Gresty
- Department of Psychology, Edge Hill University , Ormskirk, United Kingdom
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28
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Martín-Ramos P, Lopes MJ, Lima da Silva MM, Gomes PE, Pereira da Silva PS, Domingues JP, Ramos Silva M. First exposure to Arduino through peer-coaching: Impact on students' attitudes towards programming. COMPUTERS IN HUMAN BEHAVIOR 2017. [DOI: 10.1016/j.chb.2017.07.007] [Citation(s) in RCA: 10] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/19/2022]
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29
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Shaw H, Ellis DA, Kendrick LR, Ziegler F, Wiseman R. Predicting Smartphone Operating System from Personality and Individual Differences. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2016; 19:727-732. [PMID: 27849366 DOI: 10.1089/cyber.2016.0324] [Citation(s) in RCA: 24] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/15/2022]
Abstract
Android and iPhone devices account for over 90 percent of all smartphones sold worldwide. Despite being very similar in functionality, current discourse and marketing campaigns suggest that key individual differences exist between users of these two devices; however, this has never been investigated empirically. This is surprising, as smartphones continue to gain momentum across a variety of research disciplines. In this article, we consider if individual differences exist between these two distinct groups. In comparison to Android users, we found that iPhone owners are more likely to be female, younger, and increasingly concerned about their smartphone being viewed as a status object. Key differences in personality were also observed with iPhone users displaying lower levels of Honesty-Humility and higher levels of emotionality. Following this analysis, we were also able to build and test a model that predicted smartphone ownership at above chance level based on these individual differences. In line with extended self-theory, the type of smartphone owned provides some valuable information about its owner. These findings have implications for the increasing use of smartphones within research particularly for those working within Computational Social Science and PsychoInformatics, where data are typically collected from devices and applications running a single smartphone operating system.
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Affiliation(s)
- Heather Shaw
- 1 School of Psychology, University of Lincoln , Lincoln, United Kingdom
| | - David A Ellis
- 2 Department of Psychology, Lancaster University , Lancaster, United Kingdom
| | | | - Fenja Ziegler
- 1 School of Psychology, University of Lincoln , Lincoln, United Kingdom
| | - Richard Wiseman
- 3 School of Psychology, University of Hertfordshire , Hertfordshire, United Kingdom
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Paaßen B, Morgenroth T, Stratemeyer M. What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture. SEX ROLES 2016. [DOI: 10.1007/s11199-016-0678-y] [Citation(s) in RCA: 58] [Impact Index Per Article: 7.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/21/2022]
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