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== References == | == References == | ||
* Bryce, J. and J. Ruttner, "The Gendering of Computer Gaming: Experience and Space", in S. Fleming & I. Jones, Leisure Cultures: Investigations in Sport, Media and Technology, Leisure Studies Association, 2003, pp. 3-22. | * Bryce, J. and J. Ruttner, "''The Gendering of Computer Gaming: Experience and Space''", in S. Fleming & I. Jones, Leisure Cultures: Investigations in Sport, Media and Technology, Leisure Studies Association, 2003, pp. 3-22. | ||
* Bryce, J. and J. Rutter, ‘Killing Like a Girl: Gendered Gaming and Girl Gamers’Visibility’, in F. Mayra (ed.) Computer Games and Digital Cultures Conference Proceedings, pp. 243–55. Tampere: Tampere University Press, 2002. | * Bryce, J. and J. Rutter, ''‘Killing Like a Girl: Gendered Gaming and Girl Gamers’Visibility’'', in F. Mayra (ed.) Computer Games and Digital Cultures Conference Proceedings, pp. 243–55. Tampere: Tampere University Press, 2002. | ||
== External links == | == External links == |
Revision as of 01:02, 11 January 2006
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A girl gamer is a female who regularly engages in the practice of playing video games (colloquially referred to as "gaming"). This can be from the most casual interest to the most serious professional gaming. While being female may not seem particularly special to the casual observer, in the field, and indeed subculture of gaming, it can mean a world of difference. The gaming world, while diverse, is composed mostly of males aged twelve to twenty-five years. Most video games are concentrated to appeal to that demographic as well, making it even more unlikely for a female to become interested in them. Despite the target audience, however, many females do find gaming to be an enjoyable hobby.
Many girl gamers are given special consideration and treatment, not necessarily because they are in any way handicapped or less skilled at video games, but usually because in a male dominated field they are often objectified and even coveted. It is not uncommon at large gaming events to see a large group of males attempting to attend to a girl gamer's need in hopes of winning her favor. Because of the inherent sexual attraction involved (amplified by the males' general societal awkwardness), girl gamers sometimes become small celebrities in their own right, often becoming very popular and even having large groups of fans. Morgan Webb and Kornelia Tactacs are good illustrations of this point.
References
- Bryce, J. and J. Ruttner, "The Gendering of Computer Gaming: Experience and Space", in S. Fleming & I. Jones, Leisure Cultures: Investigations in Sport, Media and Technology, Leisure Studies Association, 2003, pp. 3-22.
- Bryce, J. and J. Rutter, ‘Killing Like a Girl: Gendered Gaming and Girl Gamers’Visibility’, in F. Mayra (ed.) Computer Games and Digital Cultures Conference Proceedings, pp. 243–55. Tampere: Tampere University Press, 2002.
External links
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