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This paper by Jessica Enevold presents a feminist action research project aimed at diversifying game culture by bringing mothers who play digital games into view as legitimate participants. Its central argument is that qualitative, explicitly feminist methods can both generate research insight and raise the consciousness of women who have been marginalized or rendered invisible within gaming, positioning these methods as a tool for leveling the playing field across gender and age.
The empirical basis is a project centered on "Mama Ludens," gaming mothers whose practices were examined in relation to time and leisure management within family life. Methods included in-depth interviews conducted in homes or online, participant observation, play diaries, a research blog, and planned "pizza parties" to foster exchange between researchers and players. A life-line interviewing tool, adapted from Davies, helped participants place their gaming within a life-historical timeline, and the author reports that many women came to see themselves as long-term rather than accidental gamers, with more than twenty years of play.
The findings suggest that many gaming mothers had regarded themselves as rare, often knew no other mother who played, and seldom identified as gamers, a pattern consistent with existing scholarship on gamer identity. The author links this nonidentification to a broader problem and advocates a "mainstreaming" of game culture that blurs the boundaries between casual and hardcore players and between genres. Reported outcomes include increased awareness among participants, which the author treats as a necessary step toward visibility for adult women in game culture.
The paper concludes that explicitly feminist research, which connects theory to practice and emphasizes reciprocal engagement with informants, can produce both concrete research results and social value. Its methodological contribution is presented as an addition to qualitative approaches in games research, which the author argues have only recently received sustained attention in the field.
GameMakers · 2021