1,999
Views
16
CrossRef citations to date
0
Altmetric
Articles

Gender role orientation and gaming behavior revisited: examining mediated and moderated effects

Pages 224-240 | Received 21 Feb 2016, Accepted 08 Dec 2016, Published online: 27 Dec 2016

References

  • Behm-Morawitz, E., & Mastro, D. (2009). The effects of the sexualization of female video game characters on gender stereotyping and female self-concept. Sex Roles, 61, 808–823. doi: 10.1007/s11199-009-9683-8
  • Bem, S. L. (1974). The measurement of psychological androgyny. Journal of Consulting and Clinical Psychology, 42, 155–162. doi: 10.1037/h0036215
  • Bryce, J., & Rutter, J. (2005). Gendered gaming in gendered space. In J. Raessens & J. H. Goldstein (Eds.), Handbook of computer game studies (pp. 301–310). Cambridge: MIT Press.
  • Calvo-Salguero, A., García-Martínez, J. M. Á, & Monteoliva, A. (2008). Differences between and within genders in gender role orientation according to age and level of education. Sex Roles, 58, 535–548. doi: 10.1007/s11199-007-9354-6
  • Campbell, T., Gillaspy, J. A., & Thompson, B. (1997). The factor structure of the Bem sex-role inventory (BSRI): Confirmatory analysis of long and short forms. Educational and Psychological Measurement, 57, 118–124. doi: 10.1177/0013164497057001008
  • Cassell, J., & Jenkins, H. (1998). Chess for girls? Feminism and computer games. In J. Cassell & H. Jenkins (Eds.), From Barbie to mortal combat: Gender and computer games (pp. 2–45). Cambridge: MIT Press.
  • Cole, H., & Griffiths, M. D. (2007). Social interactions in massively multiplayer online role-playing gamers. CyberPsychology & Behavior, 10, 575–583. doi: 10.1089/cpb.2007.9988
  • Cooper, J., & Weaver, K. D. (2003). Gender and computers: Understanding digital divide. Mahwah, NJ: Erlbaum.
  • Dindia, K. (2006). Men are from North Dakota, women are from South Dakota. In K. Dindia & D. Canary (Eds.), Sex differences and similarities in communication (pp. 3–20). Mahwah, NJ: Erlbaum.
  • Eastin, M. S. (2007). The influence of competitive and cooperative group game play on state hostility. Human Communication Research, 33, 450–466. doi: 10.1111/j.1468-2958.2007.00307.x
  • Engelberg, E., & Melzer, A. (2015). Gendered self-concept. What does it reveal about people’s preference for violent video games? Paper presented at the 65th annual convention of the International Communication Association, San Juan, Puerto Rico.
  • Entertainment Software Association. (2016). 2016 Essential facts about the computer and video game industry (annual report). Retrieved from www.theesa.com: http://www.theesa.com/wp-content/uploads/2016/04/Essential-Facts-2016.pdf
  • Graner Ray, S. (2004). Gender inclusive game design: Expanding the market. Hingham, MA: Charles River Media.
  • Greenberg, B. S., Sherry, J. L., Lachlan, K., Lucas, K., & Holmstrom, A. (2010). Orientations to video games among gender and age groups. Simulation & Gaming, 41, 238–259. doi: 10.1177/1046878108319930
  • Griffiths, R. P., Eastin, M. S., & Cicchirillo, V. (2016). Competitive video game play. An investigation of identification and competition. Communication Research, 43, 468–486. doi: 10.1177/0093650214565895
  • Hair, J. F., Black, W. C., Babin, B. J., & Anderson, R. E. (2014). Multivariate data analysis: Pearson New international edition. Harlow: Pearson Education.
  • Hartmann, T., & Klimmt, C. (2006). Gender and computer games: Exploring females’ dislikes. Journal of Computer-Mediated Communication, 11, 910–931. doi: 10.1111/j.1083-6101.2006.00301.x
  • Hartmann, T., Möller, I., & Krause, C. (2015). Factors underlying male and female use of violent video games. New Media & Society, 17, 1777–1794. doi: 10.1177/1461444814533067
  • Heeter, C., Egidio, R., Wishra, P., Winn, B., & Winn, J. (2009). Alien games: Do girls prefer games designed by girls? Games and Culture, 4, 74–100. doi: 10.1177/1555412008325481
  • Hyde, J. S. (2005). The gender similarities hypothesis. American Psychologist, 60, 581–592. doi: 10.1037/0003-066X.60.6.581
  • Jansz, J., Avis, C., & Vosmeer, M. (2010). Playing The Sims2: An exploration of gender differences in players’ motivations and patterns of play. New Media & Society, 12, 235–251. doi: 10.1177/1461444809342267
  • Jensen, J., & De Castell, S. (2010). Gender, simulation, and gaming: Research review and redirections. Simulation & Gaming, 41, 51–71. doi: 10.1177/1046878109353473
  • Knobloch-Westerwick, S., & Hoplamazian, G. J. (2012). Gendering the self: Selective magazine reading and reinforcement of gender conformity. Communication Research, 39, 358−384. doi: 10.1177/0093650211425040
  • Kowert, R., Breuer, J., Festl, R., & Quandt, T. (2015). Women are from FarmVille, men are from ViceCity: The cycle of exclusion and sexism in video game content and culture. Paper presented at the 65th annual convention of the International Communication Association, San Juan, Puerto Rico.
  • Lucas, K., & Sherry, J. L. (2004). Sex differences in video game play. A communication-based explanation. Communication Research, 31, 499–523. doi: 10.1177/0093650204267930
  • Lueptow, L. B., Garovich, L., & Lueptow, M. B. (1995). The persistence of gender stereotypes in the face of changing sex roles: Evidence contrary to the sociocultural model. Ethology and Sociobiology, 16, 509–530. doi: 10.1016/0162-3095(95)00072-0
  • Martey, R. M., Stromer-Galley, J., Banks, J., Wu, J., & Consalvo, M. (2014). The strategic female: Gender-switching and player behavior in online games. Information, Communication & Society, 17, 286–300. doi: 10.1080/1369118X.2013.874493
  • Mehta, C. M. (2015). Gender in context: Considering variability in Wood and Eagly’s traditions of gender identity. Sex Roles, 73, 490–496. doi: 10.1007/s11199-015-0535-4
  • Norris, K. O. (2004). Gender stereotypes, aggression, and computer games: An online survey of women. CyberPsychology & Behavior, 7, 714–727. doi: 10.1089/cpb.2004.7.714
  • Ogletree, S. M., & Drake, R. (2007). College students’ video game participation and perceptions: Gender differences and implications. Sex Roles, 56, 537–542. doi: 10.1007/s11199-007-9193-5
  • Park, J., Song, Y., & Teng, C. (2011). Exploring the links between personality traits and motivations to play online games. CyberPsychology, Behavior, and Social Networking, 14, 747–751. doi: 10.1089/cyber.2010.0502
  • Phan, M. H., Jardina, J. R., Hoyle, S., & Chaparro, B. S. (2012). Examining the role of gender in video game usage, preference, and behavior. Proceedings of the Human Factors and Ergonomics Society Annual Meeting, 56, 1496–1500. doi: 10.1177/1071181312561297
  • Poels, K., De Cock, N., & Malliet, S. (2012). The female player does not exist: Gender identity relates to differences in player motivations and play styles. CyberPsychology, Behavior, and Social Networking, 15, 634–638. doi: 10.1089/cyber.2012.0164
  • Quandt, T., Chen, V., Mäyrä, F., & Van Looy, J. (2014). (Multiplayer) gaming around the globe? A comparison of gamer surveys in four countries. In T. Quandt & S. Kröger (Eds.), Multiplayer. The social aspects of digital gaming (pp. 23–46). London: Routledge.
  • Sharma, S., Durand, R. W., & Gur-Arie, O. (1981). Identification and analysis of moderator variables. Journal of Marketing Research, 18, 291–300. doi: 10.2307/3150970
  • Shaw, A. (2012). Do you identify as a gamer? Gender, race, sexuality, and gamer identity. New Media & Society, 14, 28–44. doi: 10.1177/1461444811410394
  • Shen, C., Monge, P., & Williams, D. (2014). Virtual brokerage and closure: Network structure and social capital in a massively multiplayer online game. Communication Research, 41, 459–480. doi: 10.1177/0093650212455197
  • Sherry, J. L., Lucas, K., Greenberg, B. S., & Lachlan, K. (2006). Video game uses and gratifications as predictors of use and game preference. In P. Vorderer & B. Jennings (Eds.), Playing video games: Motives, responses and consequences (pp. 213–224). Mahwah, NJ: Erlbaum.
  • Spence, J. T., & Buckner, C. E. (2000). Instrumental and expressive traits, trait stereotypes, and sexist attitudes: What do they signify? Psychology of Women Quarterly, 24, 44–62. doi: 10.1111/j.1471-6402.2000.tb01021.x
  • Terlecki, M., Brown, J., Harner-Steciw, L., Irvin-Hannum, J., Marchetto-Ryan, N., Ruhl, L., & Wiggins, J. (2011). Sex differences and similarities in video game experience, preferences, and self-efficacy: Implications for the gaming industry. Current Psychology, 30, 22–33. doi: 10.1007/s12144-010-9095-5
  • Vermeulen, L., Van Looy, J., De Grove, F., & Courtois, C. (2011). You are what you play? A quantitative study into game design preferences across gender and their interaction with gaming habits. DIGRA ‘11 – Proceedings of 2011 DiGRA International Conference: Think Design Play, 6, 1–20. Retrieved from: http://www.digra.org
  • Williams, D., Consalvo, M., Caplan, S. E., & Yee, N. (2009). Looking for gender: Gender roles and behaviors among online gamers. Journal of Communication, 59, 700–725. doi: 10.1111/j.1460-2466.2009.01453.x
  • Williams, D., Yee, N., & Caplan, S. E. (2008). Who play, how much, and why? Debunking the stereotypical gamer profile. Journal of Computer-Mediated Communication, 13, 993–1018. doi: 10.1111/j.1083-6101.2008.00428.x
  • Wood, W., & Eagly, A. H. (2002). A cross-cultural analysis of the behavior of women and men: Implications for the origins of sex differences. Psychological Bulletin, 128, 699–727. doi: 10.1037/0033-2909.128.5.699
  • Wood, W., & Eagly, A. H. (2012). Biosocial construction of sex differences and similarities in behavior. Advances in Experimental Social Psychology, 46, 55–123. doi: 10.1016/B978-0-12-394281-4.00002-7
  • Wood, W., & Eagly, A. H. (2015). Two traditions of research on gender identity. Sex Roles, 73, 461–473. doi: 10.1007/s11199-015-0480-2
  • Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9, 772–775. doi: 10.1089/cpb.2006.9.772
  • Yee, N. (2008). Maps of digital desires: Exploring the topography of gender and play in online games. In Y. Kafai, C. Heeter, J. Denner, & J. Y. Sun (Eds.), Beyond Barbie and mortal Kombat: New perspectives on gender and gaming (pp. 83–96). Cambridge: MIT Press.

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.