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Ariel Robinson, Sergio Marin Flores, and Daniel Eggert SOC 340- Sociology of Women Annotated Bibliography Anderson

, C. A., & Murphy, C. R. (2003). Violent video games and aggressive behavior in young women. Aggressive Behavior, 29(5), 423-429. doi:10.1002/ab.10042 A study about how violent video games affect female's behavior in a negative way, immediately after a brief exposure. The study conducted in the article hypothesizes, that the aggressive behavior that follows video-gaming on users, is mostly the result of feelings of revenge, even though there are other reasons as well. The increasing availability of violent video games and their implication in recent school shootings has raised the volume of public debate on the effects of such games on aggressive behavior and related variables. This article reports an experiment designed to test key hypotheses concerning the short term impact of exposure to violent video games on young women, a population that has received relatively little attention in this research literature. Results were that brief exposure to a violent video game increased aggressive behavior. Mediational analyses suggested that the violent video game effect on aggression was not mediated by instrumental aggressive motivation, but was partially mediated byrevenge motivation. Other results suggested that the violent video game effect on aggression might begreater when the game player controls a same-sex violent game character. Burgess, M., Stermer, S., & Burgess, S. (n.d). Sex, lies, and video games: The portrayal of male and female characters on video game covers. Sex Roles, 57(5-6), 419-433.

Ariel Robinson, Sergio Marin Flores, and Daniel Eggert SOC 340- Sociology of Women Takes a look at 225 different video game covers and their portrayals of men and women. Finds that men appear significantly more than women in video game covers. Gives similar findings to Dietz's research on Sega and Nintendo video game covers. Finds that violence and sexiness were more often tied to female characters than male characters. Hayes, E. (2005). Women, Video Gaming & Learning: Beyond Stereotypes. Techtrends: Linking Research & Practice To Improve Learning, 49(5), 23-28. References several different ways that research is often skewed it terms of gender and video gaming. Giving insight to the lack of previous knowledge of those in the study. Thus including lack of experience into the mixture and the gender norms already in society. Giving men more of an opportunity to play games than women do is a key example used. Paik, P., & Shi, C. (2013). Playful gender swapping: user attitudes toward gender in MMORPG avatar customisation. Digital Creativity, 24(4), 310-326. doi:10.1080/14626268.2013.767275 This study examines the use of avatars and the customization of avatars by mmo (massive multiplayer online) gamers. Researchers used the Q methodology (or survey questions based on perception and emotion) to gather information on how players used avatars. The results of the survey found that the reasons for the appearance of avatars were numerous. Many players based their avatar on what they would want to look like (ideal-expression). Some players based their avatar closely to how they appeared in the “real world” or outside of the game. Some players also created avatars on a gender other than their own.

Ariel Robinson, Sergio Marin Flores, and Daniel Eggert SOC 340- Sociology of Women Salter, A., & Blodgett, B. (2012). Hypermasculinity & Dickwolves: The Contentious Role of Women in the New Gaming Public. Journal Of Broadcasting & Electronic Media, 56(3), 401-416. doi:10.1080/08838151.2012.705199 A study of online harassment of female gamers and enthusiasts. Online forums and chat rooms were studied for the use of slurs and derogatory language against female gamers and enthusiasts. Hypermasculinity in video game culture is discussed. The authors of this study, in order to conduct their research, looked at several discussion threads, forum discussions, Twitter feeds, and websites containing the terms “penny arcade,” “dickwolves,” “women gamers,” and others. The results found that there exists a culture of hypermasculinity in video gaming communities that are majority White and male that contains negative and even dangerous attitudes toward women. 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(1), 22-33. doi:10.1007/s12144-010-9095-5 A study about the differences and misconceptions that exist between males and females in video-games. The differences discussed in the study are "game experience, preferences and self-efficacy.” Uses a sample of 33 popular Nintendo and Sega Genesis video games to develop an analysis of gender roles portrayed in video games. Finds that in 40% of games woman are not present at all. If they are they are not depicted with a positive outlook. Also finds that predominately Anglo in origin as opposed to including others.

Ariel Robinson, Sergio Marin Flores, and Daniel Eggert SOC 340- Sociology of Women As computer technology continues to pervade every facet of life, the study of video game playing becomes more relevant. Studies show that sex differences continue to exist between men and women, boys and girls, in video game experience, favoring males. Few studies show any overlap in preferences between young men and women in their video gaming choices. The current study surveyed over 2,000 college undergraduates for video game experience, preferences, and selfefficacy. Although it was found that men play video games more often, have had more experience, and feel more confident in their game playing ability, a moderate female gaming population was found to exist, who also play video games regularly. Almost as many similarities as differences were found between men and women in their gaming preferences.