Objective. This study was conducted to compare the gender related experiences in motivation for male and female adults who regularly engage in online gaming. It explores the variety of experiences between genders and adults of various ages. Background Much of the online gaming research focuses on the male population, providing little research on the female perspective of online gaming (Jenson & De Castell, 2010). Consequently, the problem occurs when results from one gender of research is generalized to both populations, creating gender bias in application of study results. This generalization also lends to potential assumptions about the female online gaming population that are not necessarily accurate. Methods. For this study, each partic...
Massively multiplayer online role-playing games (MMORPGs) are one of the most interesting innovation...
This study explores gender differences in third–person effect in the context of online games b...
When games were first developed for in-home use, they were primarily targeted almost exclusively at ...
Several studies into the motivations for playing digital games have found ‘social contact’ to be one...
The study conducted aimed to describe motivation and identify projection of Massive Multiplayer Onli...
Females in empirically based peer-reviewed studies of Internet gaming disorder (IGD) are underrepres...
In recent years, several studies have explored the motivations for playing different game genres suc...
International evidence indicates that the number of females involved in video-gaming is increasing. ...
[[abstract]]With the proliferation of online games, understanding users' intention to play online ga...
Since the early 1990s there is a growing interest in research mapping the motivations for playing vi...
In the past twenty-five years, the production of digital games has become a global media industry st...
Qualitative interviews with 7 female players were conducted to gather information on the motives and...
"Qualitative interviews with 7 female players were conducted to gather information on the motives an...
The experience of female gamers in the masculine space of violent videogame playing was explored. Hy...
With the spread of mobile devices among both, men and women, app-based games also become more popula...
Massively multiplayer online role-playing games (MMORPGs) are one of the most interesting innovation...
This study explores gender differences in third–person effect in the context of online games b...
When games were first developed for in-home use, they were primarily targeted almost exclusively at ...
Several studies into the motivations for playing digital games have found ‘social contact’ to be one...
The study conducted aimed to describe motivation and identify projection of Massive Multiplayer Onli...
Females in empirically based peer-reviewed studies of Internet gaming disorder (IGD) are underrepres...
In recent years, several studies have explored the motivations for playing different game genres suc...
International evidence indicates that the number of females involved in video-gaming is increasing. ...
[[abstract]]With the proliferation of online games, understanding users' intention to play online ga...
Since the early 1990s there is a growing interest in research mapping the motivations for playing vi...
In the past twenty-five years, the production of digital games has become a global media industry st...
Qualitative interviews with 7 female players were conducted to gather information on the motives and...
"Qualitative interviews with 7 female players were conducted to gather information on the motives an...
The experience of female gamers in the masculine space of violent videogame playing was explored. Hy...
With the spread of mobile devices among both, men and women, app-based games also become more popula...
Massively multiplayer online role-playing games (MMORPGs) are one of the most interesting innovation...
This study explores gender differences in third–person effect in the context of online games b...
When games were first developed for in-home use, they were primarily targeted almost exclusively at ...