Report

Why Girls Play. Results of a Qualitative Interview Study with Female Video Game Players.

Author(s) / Creator(s)

Reinecke, Leonard
Trepte, Sabine
Behr, Katharina-Maria

Abstract / Description

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.

Keyword(s)

Frau Freizeitgestaltung Computerspiel Erholung Motivation Computerspiele Frauen Motivation Einstellungen Erholung (Freizeit) Spiele Video and computer games female players motives and gratifications qualitative interviews

Persistent Identifier

Date of first publication

2007

Is part of series

Hamburger Forschungsberichte zur Sozialpsychologie;77

Citation

  • Author(s) / Creator(s)
    Reinecke, Leonard
  • Author(s) / Creator(s)
    Trepte, Sabine
  • Author(s) / Creator(s)
    Behr, Katharina-Maria
  • PsychArchives acquisition timestamp
    2022-11-17T11:08:10Z
  • Made available on
    2008-12-11
  • Made available on
    2015-12-01T10:30:40Z
  • Made available on
    2022-11-17T11:08:10Z
  • Date of first publication
    2007
  • Abstract / Description
    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.
    en
  • Persistent Identifier
    https://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bsz:291-psydok-23404
  • Persistent Identifier
    https://hdl.handle.net/20.500.11780/536
  • Persistent Identifier
    https://doi.org/10.23668/psycharchives.9165
  • Language of content
    eng
  • Is part of series
    Hamburger Forschungsberichte zur Sozialpsychologie;77
  • Keyword(s)
    Frau
    de
  • Keyword(s)
    Freizeitgestaltung
    de
  • Keyword(s)
    Computerspiel
    de
  • Keyword(s)
    Erholung
    de
  • Keyword(s)
    Motivation
    de
  • Keyword(s)
    Computerspiele
    de
  • Keyword(s)
    Frauen
    de
  • Keyword(s)
    Motivation
    de
  • Keyword(s)
    Einstellungen
    de
  • Keyword(s)
    Erholung (Freizeit)
    de
  • Keyword(s)
    Spiele
    de
  • Keyword(s)
    Video and computer games
    en
  • Keyword(s)
    female players
    en
  • Keyword(s)
    motives and gratifications
    en
  • Keyword(s)
    qualitative interviews
    en
  • Dewey Decimal Classification number(s)
    150
  • Title
    Why Girls Play. Results of a Qualitative Interview Study with Female Video Game Players.
    en
  • DRO type
    report
  • Visible tag(s)
    PsyDok