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DiGRA
The paper argues that gendered identities are not fixed in advance but are actively formed as people play. Generalizing about games and gender obscures this process.
Catherine Beavis's 2005 DiGRA paper, "Pretty Good for a Girl: Gender, Identity and Computer Games," argues that gendered identities are not fixed in advance but are actively formed within particular game-playing contexts, and that generalizing about games and gender obscures this process. The study rests on a small, qualitative two-site design: a Year 8 English unit at a Melbourne independent school using The Age of Wonders, The Age of Mythology, and The Sims, alongside observations and interviews with five young South East Asian women aged 18 to 22 who played in an all-girls Counter-Strike clan at a LAN café. Its scope is therefore limited in geography, age, and sample size, and its aim is interpretive rather than statistical.
The central findings concern how students approached learning and mastering games. Their expertise and strategies, including persistence, trial and error, reliance on tutorials or cheats, and giving up, varied more with experience and interest than with gender, although boys were more often familiar with games. Confidence and a relaxed approach to play correlated with frequency of play, though the direction of causality remained unclear. Both boys and girls held contradictory positions toward the games, using them as resources for constructing identity rather than aligning neatly along gendered lines.
The authors conclude that expertise and engagement with games are socially situated. For curriculum designers seeking gender-equitable technology use, they argue that attention should go to identity, purpose, and social context rather than to texts and technology alone. The paper's reference list, drawing on media audience studies, girls' technology literacy, and youth social geography, documents the scholarly foundations of this argument.
DiGRA · 2016
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