Ardis Storm-Mathisen Gender and digital gaming – how girls, boys and their parents account of their everyday practices concerning use and regulation Paper.

Slides:



Advertisements
Similar presentations
An Assets Approach To The Role Of Family, School & Community
Advertisements

Business Ethics for Real Estate: A. Glean
Power: The Structure of Conflict
Ken Harland and Sam McCready Centre for Young Men’s Studies Cookstown 2014.
PSHE education in the Secondary Curriculum An overview of the subject.
What is research methodology
Working it out Flexible work, time pressures and negotiated family practices.
Understanding relationships between education, health and well-being among young people: what can the HBSC study contribute? Professor Candace Currie HBSC.
Robin L. Donaldson May 5, 2010 Prospectus Defense Florida State University College of Communication and Information.
Module 4 Social Determinants of Financial Reporting
Attributions of Fathering Behaviors Among Adolescents: The Role of Depressive Symptoms, Ethnicity, and Family Structure Andrea K. Finlay 1, Jeffrey T.
Sociology Exam Education. ITEM A. Girls are now doing better than boys in GCSE and A level,. And there are now more females than males in higher education.
Online Media Environment as Russian «Good Life»: Consumption Aspect Denis Dunas National Association of Mass Media Researchers (NAMMI) Lomonosov Moscow.
The Power of Assets 40 Developmental Assets. 40 Developmental Assets Represent everyday wisdom about positive experiences and characteristics for young.
Teen Health Perspective Results “Honestly, most issues are mental like anxiety, stress, worry, and over thinking. They do all not need to be treated with.
Building Prevention: Sexual Violence, Youth, and Drinking Holly Johnson, PhD Department of Criminology.
Jo Helle-Valle Consumption and gender: a late-Wittgensteinian view Jo Helle-Valle SIFO.
3. Emotional Development
Ardis Storm-Mathisen Contextualizing adolescents’ egaming (CAE) – the regulatory practices of adolescent’s eplaying in everyday life Paper presentation.
Mobile Communication, the Internet and the Net of Social Relations Friedrich Krotz University of Erfurt, Germany.
Hearst digital: We Know Women Online. Online Survey Ran 7 th July to 6 th August 40 questions across 5 key insight areas Sample 4566 Methodology Cosmopolitan.
A 3 dimensional view of factors influencing academic engagement within a diverse student population University of Wolverhampton: Christine Hockings Hilary.
Who´s that girl? -women playing in public space By Anna Blomster Odoom Sirada L. Jensen 6 th June 2006.
Where are we????.
Sociology 1201 Sociology 1201: Week Three 1. Symbolic Interactionism 2. Because I am a (Fe)male 3. Conflict Theory 4. Sociology of sexuality.
Education at home and at school, the role of each person within the community.
Girls, Women and Mathematics in Spain A gender study on teaching, learning and research in Mathematics Sara Silvestre and Mario Barajas University of Barcelona.
Introduction to the Sociology of the Family
“Female Leadership for a sustainable European Management Model (EMM)” Literature study.
T HE NATURE OF QUALITATIVE RESEARCH Gordana Velickovska Guest Professor Centre for Social Sciences.
INTRODUCTION. MODULE 1: ADOLESCENCE EDUCATION IN INDIA.
Presentation of Women in Cloudstreet Idea of the maternal, role of women, how they are presented, what does Winton try to portray about women in the novel?
Week 3 1 S514: Social Aspects of IT. 2 Disciplines related to SI Social ScienceManagementComputer Sci. Science & Technology Studies MIS Information Science.
Socialization Into Gender
 Who cleans the house?  Who provides for the family?  Who makes the first move in a relationship?  Who takes longer to get ready?
Prof. Dr. Martin Emmer Johanna Hartung Freie Universität Berlin Institute for Media and Communication Studies Determinants of Mobile Phone Use in West.
Boards of directors, codetermination and gender representation: Societal and business case illustrations from Norway Morten Huse, BI Norwegian School of.
CHAPTER 11 Episodes, Contexts, and Intercultural Interactions
Gender and Sex Sex is a designation based on biology Gender is socially and psychologically constructed.
EAVI Founding Conference „Advancing the European Viewers Interests“ Session I: Television Viewers Participation in Europe Uwe Hasebrink.
Student Engagement Survey Results and Analysis June 2011.
Public and Private Families Chapter 1. Increasing ambivalence Women in workforce vs. children in day care Divorce vs. unhappy marriage.
UNDERSTANDING GENDER 1.GENDER FORMATION –developing a sense of who you are as boys or girls through everyday interactions with family, friends, media,
Chapter 6 – Early Childhood: Psychosocial Development
Chapter 1 The Study of Communication, Gender & Culture
Introduction Paragraph. The purpose of your introduction paragraph is: To creatively grab your reader’s attention, making her interested, wanting to read.
The family A group of people related by blood marriage or adoption © PDST Home Economics.
Gender, Technology & Higher Education Nov 6 th, 2006.
Sociology 1201 Extra credit: Friends with Benefits Put your write-up on the piano and initial your name on the class list that’s on the clipboard. Put.
10/19/ /10/  The last two decades of the 20 th century have been marked in Greece by important changes concerning › The social position.
Media as a Context of Development. Media as a socializing agent Learn values, goals and belief system of society/culture Media represent a broad but also.
Guiding Children’s Social Development OBJECTIVES I will be able to…. Analyze some aspects of social development from toddler to school-age Explore the.
Community and family cultural assessment Lecture Clinical Application for Community Health Nursing (NUR 417)
Chapter 7 Sexuality and Intimate Relationships. Chapter Outline Is Sex Natural? The Sexual Revolution Contemporary Sexual Attitudes and Behavior Sex:
Motivating Girls to Persist in EMS Key Concepts from Developmental Psychology Relevant to Girls’ Persistence in Engineering, Math and Science Careers.
Social Learning Theory Explaining Gender PSYB1. Look through the magazines choose just one person you like and explain why…
TEEN DATING VIOLENCE FACTS For Parents. Dating violence cuts across race, gender and socioeconomic lines Girls more likely to yell threaten to hurt themselves,
What decides who you are?
The advantages of adopting learning outcomes
List differences between women and men and consider:
Chapter 12 Gender ED502-Child and Adolescent Psychology By Terri Pardo.
Chapter 10: Health Communication. How Do Patients & Providers Interact? Typical Patient-Provider Relational Types:  Machines-and-Mechanics  Children-Parents.
Vulnerable Bodies - Gendered violence Week 9 Embodiment & Feminist Theory.
DİLARA ALTAN.  Concerns about the context of human behavior is increased accordingly Developmental and Social psychologists have conducted research that.
IPSP Outcomes Reporting Framework What you need to know and what you need to do.
Communication, Gender & Culture.  What is Theory?  A way to describe, explain and predict relationship among phenomena  We use theories to explain.
Monitoring and Evaluation in the GMS Learning Program 7 – 18 May 2012, Mekong Institute, Khon Kaen, Thailand Randy S. Balaoro, CE, MM, PMP Data Collection.
Bullying: A Growing Epidemic in Today’s Youth. ✦ Take out a piece of paper ✦ Write down something you have done that you are not proud of ✦ Fold your.
Digital Futures ICT Conference for Schools Southampton, March Heidi Hasbrouck.
Feminism Perspective.
Presentation transcript:

Ardis Storm-Mathisen Gender and digital gaming – how girls, boys and their parents account of their everyday practices concerning use and regulation Paper presented at the ESA conference Lisbon, September 5 th 2009, RN5 Sociology of Consumption

Ardis Storm-Mathisen Outline of the presentation I.Question/ background II.The Contextualizing adolescents’ egaming project (CAE) -data III.Sexed bodies and the regulation of digital gaming - broad patterns IV.Diversity in gendered regulation of digital gaming V.Tentative conclusions

Ardis Storm-Mathisen I. Question/background Question: How do sexed bodies and conceptions of what is masculine and feminine play a part in the regulatory practices and logics surrounding adolescents egaming in everyday life? Background: 1. Debates on digital divides-digital threats 2. Theoretical/analytical calls for consumer/ICT research –to implement insights from gender research and –to apply more context-oriented approaches

Ardis Storm-Mathisen Definition of terms Digital games - playing and gambling on electronic devices like TV, pc and the internet. Sex – reference to the female and male bodies that account of their everyday practices and logics concerning the use and regulation of digital games. Gender - how ideas of femininity and masculinity, play a role and are made relevant in these accounts of regulation. Regulation – observed or accounted attempts to influence the consumption of digital gaming, either by others on the adolescents or by the adolescents to themselves through self-regulations.

Ardis Storm-Mathisen SIMS Call of Duty Feminine ?Masculine ?

Ardis Storm-Mathisen II. The CAE project Contextualizing adolescents egaming (CAE) - a project that seeks to map and contextualize adolescents' egaming activities and problems. Egaming – a concept referring to both -‘eplaying’ (egaming without money) and to -‘egambling’ (gaming with money). Project period Designed and conducted by SIFO (Norwegian National Institute for Consumer Research), Digimedia group Funded by the NFR (Norwegian Research Council)

Ardis Storm-Mathisen CAE - Aims Aims To supplement present gaming research Develop context-based knowledge about households’ regulation of adolescents’ egaming Discuss implications for further research, prevention and treatment of adolescents’ egaming problems, particularly focusing at the household level Main analytical concepts and theoretical perspectives Contextualization and regulation: Domestication theory, the moral economy of the home (Silverstone et al 1992) Practice theory, language-games (late-Wittgensteinian thinking, Helle-Valle 2007, 2008) Discipline, governmentality (Foucaultian thinking)

Ardis Storm-Mathisen CAE – data/methodology i) A strategic survey among all 15 and 18 year olds pupils in 7 secondary and high schools in Norway (a total of 611) ii) Conversational interviews with (high frequent) eplaying/egaming 15 and 18 year olds in 32 households/families: –with egaming problems (6) –without identified/reported egaming problems (eplaying; 20, egambling; 6). iii) Observations and video-recordings of individual and peer- group gaming The adolescents were interviewed in 3 different settings - communicative contexts: i)Individually (often when gaming) ii)with parents iii)with (gaming) friends

Ardis Storm-Mathisen Accounts in different communicative contexts

Ardis Storm-Mathisen III. Sexed bodies and the regulation of digital gaming - large patterns – Difficult to find girls who were much engaged in gaming (especially among the youngest teenagers). We found no girls with identified egaming problems - Boys played more than girls -Boys had personal technical equipment, girls tended to use equipment belonging to other members of the household. - Adolescents and parents argue that the eplaying of boys need more regulation than the eplaying of girls - A common argument was that girls perform more self-regulation than boys to digital gaming, and that boys therefore need more external parental regulation than girls -Parents and girls express more ambivalence and concern with respect to the regulation of and problems connected to eplaying

Ardis Storm-Mathisen General regulation as accounted for by the playing adolescents, their parents and local peers - large patterns Values involved in regulation -enjoy but behave: prioritize school, out-door physical activities, family sociality/ temporalities and social activities with friends, very little co-playing. Indicators of successful regulation: - engagement in other (out-door) leisure activities, good school performances and normal body shape

Ardis Storm-Mathisen

IV. Diversity in gendered regulation of digital gaming Example cases that illustrate how sex/gender ‘rules’ of digital gaming are variable and context dependent: Case 1: how boy gamers perspectives on the gender- gaming relationship changes from one moment in play to the next due to a transfer from an all-boys to a boys versus girls context Case 2: how a male sexed gamer used femininity as an expression of self-regulation to stop playing Doom Case 3: how a female sexed gamer changed her expression of femininity in relation to gaming from one year to the next

Ardis Storm-Mathisen Case I: 15 year old males gaming 2008: three 15-year old boys were interviewed together while they were engaged in a game of counterstrike Incident a): All-boys activity. No voice-chat on - The boys claim gender does not matter in the game, only competence Incident b): Boys versus girls activity. Voice chat turned on -Gender does matter. When the voice chat was turned on they realize they are playing with an all-girl team that threaten to beat them. They express and tune up their engagement to win the game. The case illustrates that femininity (and masculinity) is perceived and performed differently in various communicative contexts. It hence also illustrates how the sex and gender of co-players impacts on gaming activity not as a rule but with a context-specific diversity

Ardis Storm-Mathisen Case II: 18-year old male gamer 2008: an 18-year old boy interviewed alone when playing Doom, a game where aliens attack at unpredictable moments in a scary setting Incident a) to enjoy playing Doom is a masculine activity -he says he enjoys to fight down aliens and also the occasional fright, and it is a game he sometimes also plays together with his male friends Incident b) to stop the playing of Doom by expressing femininity – at one moment in the game he jumps from fright, exclaims “iik” and shows fear in a feminine embodied way. He then aborts the game The case illustrates that male bodies do not only perform masculinity but also femininity within activities of digital gaming. The feminine expression and way of performing the body is used to stop the gaming activity.

Ardis Storm-Mathisen Case III: 21 year old female gamer Was interviewed twice: 1.As part of an all-female-gamer focus group She portrayed herself as an engaged gamerheavy into online role play games like World of Warcraft. She spoke of her gaming as a ‘girl thing’- something she did with girl-friends. She was single. 2. Alone, in her home She said she had quit playing online role games on her computer. Now much of her online gaming activity was small crossword puzzle games on food recipes and knitting patterns. She had moved in with her boyfriend This case illustrates how female bodies can understand and perform femininity with respect to gaming in radical different ways. Being single and doing gaming with girl friends is a different circumstance for expressing feminity than living with a boyfriend and playing recipe games. The change in contexts influenced on how she expressed, understood and performed her femininity.

Ardis Storm-Mathisen V. Tentative conclusions: How do sexed bodies and conceptions of what is masculine and feminine play a part in the regulatory practices surrounding adolescents egaming? Sexed bodies and gender regulate digital gaming in context specific ways The broad patterns of statements and practices indicate some commonalities: e.g. being a boy and performing masculinity tends to up- scale gaming engagement and regulatory concern whereas being a girl and performing femininity tends to down-scale actual engagement and hence also regulatory concern There is however no common rule to the gender-gaming relationship. The presented cases illustrate how sexed bodies and gender regulate digital gameplay in context-specific and hence diverse ways. Although masculinity is more strongly associated to strong gaming engagement than femininity, femininity is not by necessity something that down- regulates gaming. We should thus be careful to argue we know what feminity and masculinity is and how sex and gender influence our practices. To further enhance our understanding of this issue future research needs to continue approaching gendered conceptions and actual digital gameplay in open and exploratory ways

Ardis Storm-Mathisen SIFO DIGIMEDIA Strategic Research Project on Digital Media and ICT