Abstract
The primary goal of this paper is to argue that female players have to counter-play male-targeted computer games in order to experience the game features they prefer. Research concentrates on three computer games: Arcanum: of Steamworks and Magick Obscura (2001), Warcraft III: the Reign of Chaos (2002) and The Sims (1998), as well as game features suggested to be favoured by females. The paper aims to show that there could be more entertaining and interesting computer games for female players than the example games. While culture and attitudes affect female players' interest in playing, games studied in this research also have their deficiencies. The paper concludes that the example games respond in different ways to the female players' way of playing, but the relationship between females and computer games is not trouble-free.
Original language | English |
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Journal | Game Studies |
Volume | 6 |
Issue number | 1 |
Publication status | Published - 1 Oct 2006 |
Externally published | Yes |
Keywords
- Computer games
- Female player
- Game playing
- Gender
ASJC Scopus subject areas
- Cultural Studies
- Communication
- Arts and Humanities (miscellaneous)
- Statistics, Probability and Uncertainty
- Applied Mathematics