Computer games and development skills at young men and women in Hungary. (B. Bojda Gy.B. Iszály B. Nagy) University of Debrecen - PDF

Computer games and development skills at young men and women in Hungary (B. Bojda Gy.B. Iszály B. Nagy) University of Debrecen 9th March 2007 Helsinki Bologna process M.Sc. starting next year In University

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Computer games and development skills at young men and women in Hungary (B. Bojda Gy.B. Iszály B. Nagy) University of Debrecen 9th March 2007 Helsinki Bologna process M.Sc. starting next year In University of Debrecen there will be M.Sc. in Informatics with several types specialisation. We intend to start the specialisation on Gender. Feminist approaches Feminists have criticized the use of experimental methods in the social sciences, both for assigning power and privilege to experimenters in their relationships with subjects, and for the artificiality of the laboratory experiment with its simplification of context (Parlee 1979). However, it should be noted that a plausible case advanced by Greenwood (1989) for the constructive use of role-playing experiments in social psychological contexts in a way that can avoid the artificiality of altered social relations in laboratory experiments. Ethnography implementation of Feminist research in the Hungarian frame. Research questions Our questions are the following. What types of skills are developed depending on the gender and some personal differences? How can we find the female gamers? Previous studies in Hungary I Mér (2001) divides the players to two groups: hardcore market, years old boys - 20 hours in a week games in a year mass market, hetorogenous age, - heterogenous gender: % female games in a year. Previous studies in Hungary II online research in : 1407 filled questioner on motivations. Relations among gender: Age is not important Female players play less then male players Preference: action, legend, simulatiors and sports male RPG female Male players prefer cooperative games Challange and varieties of new games male players Problems There are two problems for feminist point of view: The questioner is traditional. The result is stereotype. 843 magazine 94,8% male - 5,2% female. 564 game-page 93,9% male - 6,1% female. How can we find the girls? Where are they? Why are not they present in a surway? How do they appear in a field where boys are dominating? Ethnomethodology helps. Research The form of our research is an on-line pilot study. We analyse some texts of some forums on the Internet. - done Based on this we make a control experiment on a focus group containing student by snow-ball technique. - next Source Everyday life: players (gamers) has open online groups. Source: Online magazine, female journalist (Girlgamer), thematic articles focusing female players. The readers comment the articles. The comments are analysed in our research. The articles provocate the readers. The topics: Best female characters Female programmers and producers The myth of Tomb Rider How does my girlfriend became a gamer Statistical results Text 1: 87 comments Person: 10 male 3 female Fragments: 57 male 14 female (9:4:1) Valuable fragments: 73 Off topic: 9 Text 2: 53 comments Person: 21 male 3 female Fragments: 37 male -13 female (9:2:2) Valuable fragments: 43 Off topic: 7 Content analysis Men s point of view: a female gamer is a phenomenon most of the men accept female players (+) negative opinion only in undirect way Women s point of view: they feel themself alone problem with other female players Literature: J. Greenwood: Explanation and Experiment in Social Psychological Science, Springer-Verlag, New York, J.E. Hyde: Meta-analysis and the psychology of gender differences, Signs Vol. 14 No. 3, 55-73, Orhidea Edith Kiss, Lajos Izsó, Dénes Eglesz, István Fekete: Professzionális számítógépes játékok a motiváció empirikus vizsgálatának tükrében, Alkalmazott Pszichológia No 1, (Professional computer games in mirror of empirical research of motivation, in Journal of Hungarian Applied Psychology, in Hungarian) M. Parlee: Psychology and women, Sings Vol. 5 No.1, , T.L. Taylor: The Social Design of Virtual Worlds: Constructing the User and Community Through Code, in: M. Consalvo et. al. (eds.), Internet Research Annual Volume 1: Selected Papers from the Association of Internet Researchers Conferences New York: Peter Lang, T.L. Taylor: Life in Virtual Worlds: Plural Existence, Multi-modalities, and Other Online Research Challenges, American Behavioral Scientist, Vol.43, No.3, , 1999.
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