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‘ I’D LIKE TO HAVE A HOUSE LIKE THAT...’ A STUDY OF ADULT FEMALE PLAYERS OF THE SIMS Mirjam Vosmeer
Unlikely Gamers research-project
Liesbet van Zoonen Jeroen Jansz
‘ I’D LIKE TO HAVE A HOUSE LIKE THAT...’ A STUDY OF ADULT FEMALE PLAYERS OF THE SIMS
Girl Game Factors realistic female protagonist social interaction storyline collaboration over competition no elements from male popular culture
‘ In short, preferences are not static: our choices depend on where we are and to what games we have had previous access. Our preferences reflect what we know, who we know, what we have tried, or tired of, and what we will admit to.’ (Carr, 2005)
Ideas behind the Sims study focus on specific group of gamers
Ideas behind the Sims study focus on specific group of gamers not much attention for adult female gamers within game studies
Uses and gratifications for female undergraduate students (Lucas & Sherry, 2004): challenge arousal diversion fantasy competition social interaction
Ideas behind the Sims study focus on specific group of gamers not much attention for adult female gamers within game studies what about these digital skills..?
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Research: 23 face to face interviews 34 interviews by email age: 17 – 59 software for qualitative analysis: maxqda
Research focus: social and cultural gaming context practices and motivations digital skills
Digital skills: ‘ Knowing how to find, select and process information.’ (Van Dijk, 2003)
Gaming context: “ About four years ago my eldest daughter came back from Canada and brought The Sims. She showed it to me and I started playing and I was hooked immediately.” (Peggy, 42)
Gaming context: “ Almost all my female friends play games, and some of them also play The Sims.” (Helen, 17) ? “ Few women I know in daily life play games, and none of them play The Sims.” (Lia, 40)
Gaming context:
Practices & motivations: “ I use my fantasy. I’d like to have a house like that...” (Tracy, 36)
Practices & motivations: “ It also helps me to get away from the everyday stress. Especially when I have a lot of stress I play The Sims.” (Wanda, 26)
Practices & motivations: “ I learned a great trick that enables you to spend more money. They all live in very shabby houses when you start out, and they have to work really hard. I love it that I discovered that trick. You can give them 50.000 euro and you can build beautiful houses for them.” (Lenny, 58)
Practices & motivations: “ I had reserved it through an online store. I had even taken the day off for it.” (Phily, 48) “ I really didn’t have any money but I just had to have it. Before I realized what I had done I’d purchased it. O shit, I really couldn’t afford it. Well, then we’ll just have to cut down on the meat this week. (Tonny, 36)
Practices & motivations: “ I would create myself and my friends and if I was in love with a boy I’d create him too and I’d make sure that he came to my house and we would have a relationship.” (Lisa, 17)
Practices & motivations: “ These women always have short dark hair, just like I do. I am 30 and alone and all my sims want to have a family. They have the most handsome man in the world and they’re extremely smart. I’d like to be like that.” (Bianca, 30)
Digital skills: ? “ No, I don't think that I've become better with computers by playing The Sims.” (Heleen, 17)
Digital skills: ? “ No, I don't think that I've become better with computers by playing The Sims. Maybe better with internet, because I look up information and tips and codes for The Sims, so I learned better how to search. I also learned how to download. ” (Heleen, 17)
Digital skills: ‘ Knowing how to find, select and process information.’ (Van Dijk, 2003)
Some findings: female players of the Sims are a specific group of gamers, with specific tastes, preferences and practices (no need for social interaction, competition, arousal. Rather: relaxation, enjoying time for themselves)
Some findings: playing games can have (some) positive influence on digital skills
New perspectives in research on women & videogames?
New perspectives in research: appropriation of videogames
New perspectives in research: appropriation of videogames paradigms of leisure
Mirjam Vosmeer University of Amsterdam [email_address]

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WiG 2007 The Big Game - Dr Mirjam Vosmeer

  • 1. ‘ I’D LIKE TO HAVE A HOUSE LIKE THAT...’ A STUDY OF ADULT FEMALE PLAYERS OF THE SIMS Mirjam Vosmeer
  • 3. Liesbet van Zoonen Jeroen Jansz
  • 4. ‘ I’D LIKE TO HAVE A HOUSE LIKE THAT...’ A STUDY OF ADULT FEMALE PLAYERS OF THE SIMS
  • 5. Girl Game Factors realistic female protagonist social interaction storyline collaboration over competition no elements from male popular culture
  • 6. ‘ In short, preferences are not static: our choices depend on where we are and to what games we have had previous access. Our preferences reflect what we know, who we know, what we have tried, or tired of, and what we will admit to.’ (Carr, 2005)
  • 7. Ideas behind the Sims study focus on specific group of gamers
  • 8. Ideas behind the Sims study focus on specific group of gamers not much attention for adult female gamers within game studies
  • 9. Uses and gratifications for female undergraduate students (Lucas & Sherry, 2004): challenge arousal diversion fantasy competition social interaction
  • 10. Ideas behind the Sims study focus on specific group of gamers not much attention for adult female gamers within game studies what about these digital skills..?
  • 11. ?
  • 12. ?
  • 13. ?
  • 14. ?
  • 15. ?
  • 16. Research: 23 face to face interviews 34 interviews by email age: 17 – 59 software for qualitative analysis: maxqda
  • 17. Research focus: social and cultural gaming context practices and motivations digital skills
  • 18. Digital skills: ‘ Knowing how to find, select and process information.’ (Van Dijk, 2003)
  • 19. Gaming context: “ About four years ago my eldest daughter came back from Canada and brought The Sims. She showed it to me and I started playing and I was hooked immediately.” (Peggy, 42)
  • 20. Gaming context: “ Almost all my female friends play games, and some of them also play The Sims.” (Helen, 17) ? “ Few women I know in daily life play games, and none of them play The Sims.” (Lia, 40)
  • 22. Practices & motivations: “ I use my fantasy. I’d like to have a house like that...” (Tracy, 36)
  • 23. Practices & motivations: “ It also helps me to get away from the everyday stress. Especially when I have a lot of stress I play The Sims.” (Wanda, 26)
  • 24. Practices & motivations: “ I learned a great trick that enables you to spend more money. They all live in very shabby houses when you start out, and they have to work really hard. I love it that I discovered that trick. You can give them 50.000 euro and you can build beautiful houses for them.” (Lenny, 58)
  • 25. Practices & motivations: “ I had reserved it through an online store. I had even taken the day off for it.” (Phily, 48) “ I really didn’t have any money but I just had to have it. Before I realized what I had done I’d purchased it. O shit, I really couldn’t afford it. Well, then we’ll just have to cut down on the meat this week. (Tonny, 36)
  • 26. Practices & motivations: “ I would create myself and my friends and if I was in love with a boy I’d create him too and I’d make sure that he came to my house and we would have a relationship.” (Lisa, 17)
  • 27. Practices & motivations: “ These women always have short dark hair, just like I do. I am 30 and alone and all my sims want to have a family. They have the most handsome man in the world and they’re extremely smart. I’d like to be like that.” (Bianca, 30)
  • 28. Digital skills: ? “ No, I don't think that I've become better with computers by playing The Sims.” (Heleen, 17)
  • 29. Digital skills: ? “ No, I don't think that I've become better with computers by playing The Sims. Maybe better with internet, because I look up information and tips and codes for The Sims, so I learned better how to search. I also learned how to download. ” (Heleen, 17)
  • 30. Digital skills: ‘ Knowing how to find, select and process information.’ (Van Dijk, 2003)
  • 31. Some findings: female players of the Sims are a specific group of gamers, with specific tastes, preferences and practices (no need for social interaction, competition, arousal. Rather: relaxation, enjoying time for themselves)
  • 32. Some findings: playing games can have (some) positive influence on digital skills
  • 33. New perspectives in research on women & videogames?
  • 34. New perspectives in research: appropriation of videogames
  • 35. New perspectives in research: appropriation of videogames paradigms of leisure
  • 36. Mirjam Vosmeer University of Amsterdam [email_address]