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Why girls play : results of a qualitative interview study with female video game players

机译:女孩为什么玩:对女性视频游戏玩家进行定性访谈研究的结果

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摘要

"Qualitative interviews with 7 female players were conducted to gather information on the motives and attitudes of female users of video and computer games. Participants were asked about the importance of different gratifications of game play, critical incidents that initiated their interest in games and their perceived competence in the use of computer technology. Special attention was paid to potential shortcomings of contemporary video and computer games in addressing female players specific needs and the question whether female users can identify with in-game characters of today's computer games. The results indicate that the motive to win is of minor importance for female players. Additionally, many interviewees reported a lack of support for their hobby, especially from same-sex friends. Identification with the avatar is an important component of the gaming experience for the female players in this study. At the same time, contemporary computer games that are often situated in primarily masculine contexts (e.g. war, competition) make it difficult for female users to identify with in-game characters." (author's abstract)
机译:“对7名女性玩家进行了定性访谈,以收集有关视频和计算机游戏女性用户的动机和态度的信息。参与者被问到不同的游戏满足感,引起他们对游戏兴趣和感知的重大事件的重要性计算机技术的使用能力。在解决女性玩家的特定需求以及女性用户是否可以识别当今计算机游戏中的游戏角色这一问题上,特别关注了现代视频和计算机游戏的潜在缺陷。获胜动机对女性玩家而言意义不大,此外,许多受访者表示缺乏对自己爱好的支持,尤其是来自同性朋友的支持。在本研究中,识别头像是女性玩家游戏体验的重要组成部分同时,现代计算机游戏通常位于本质上是男性化的环境(例如战争,竞争)使女性用户难以识别游戏中的角色。”(作者摘要)

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