Contexts, Pleasures and Preferences: Girls Playing Computer Games

Authors

  • Diane Carr

Keywords:

computer games, gender, preference, access

Abstract

In this paper, issues of girls and their gaming preferences are explored through observations of computer games sessions at an all-girl state school. What emerged is that preferences are alterable, and site specific. Gaming selections relate to the attributes of particular games – but they also depend on a player’s recognition of these attributes and the pleasures they entail. Players accumulate these competencies according to the patterns of access and peer culture they encounter. Thus preferences are an assemblage, made up of past experiences, and subject to situation and context. The constituents of preference, such as access, are certainly shaped by gender. As a result, gaming preferences may manifest along gendered lines. It is not difficult to generate data indicating that gendered tastes exist, but it is short sighted to divorce these outcomes from the various practices that contribute to their formation.

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Published

2005-01-01

Bibtex

@Conference{digra182, title ="Contexts, Pleasures and Preferences: Girls Playing Computer Games", year = "2005", author = "Carr, Diane", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/182}", booktitle = "Proceedings of DiGRA 2005 Conference: Changing Views: Worlds in Play"}