Empowered by the Experience: Playing as Female Characters in Video Games

Research on female video game characters often investigates negative outcomes of playing as stereotyped characters. Yet, video games increasingly offer people opportunities to play as capable, prominent female characters that may be meaningful and promote positive outcomes (e.g., feelings of empowerment). This manuscript shares the results of a mixed methods survey of individuals (<em>N</em> = 751) recruited via online forums who recalled their experiences playing as female game characters. We analyzed qualitative response data using a traditional, top-down approach to identify themes. We focus our analysis and discussion on the results of a human-derived analysis, which indicated both positive and negative dimensions of experiences that participants found meaningful. Participants reported that taking on the role of a female character was often very important to them, but the reason for this significance varied across players. Often, these reasons involved their own gender identities and the context in which the gameplay occurred (e.g., online multiplayer). We consider findings as evidence of eudaimonic media effects.

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Publication Details

Journal
Media and Communication
Published
2024-11-13
DOI
https://doi.org/10.17645/mac.8733
Citations
3
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
3.40
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article

Empowered by the Experience: Playing as Female Characters in Video Games

Teresa Lynch, David M. Markowitz, Annie Dooley
3 citations
Media and Communication
Digital Games and Media
3.40
article

Empowered by the Experience: Playing as Female Characters in Video Games

Teresa Lynch, David M. Markowitz, Annie Dooley
article en
3 citations

Abstract

Research on female video game characters often investigates negative outcomes of playing as stereotyped characters. Yet, video games increasingly offer people opportunities to play as capable, prominent female characters that may be meaningful and promote positive outcomes (e.g., feelings of empowerment). This manuscript shares the results of a mixed methods survey of individuals (<em>N</em> = 751) recruited via online forums who recalled their experiences playing as female game characters. We analyzed qualitative response data using a traditional, top-down approach to identify themes. We focus our analysis and discussion on the results of a human-derived analysis, which indicated both positive and negative dimensions of experiences that participants found meaningful. Participants reported that taking on the role of a female character was often very important to them, but the reason for this significance varied across players. Often, these reasons involved their own gender identities and the context in which the gameplay occurred (e.g., online multiplayer). We consider findings as evidence of eudaimonic media effects.

Media and CommunicationVol. 13
The Ohio State University (US), Michigan State University (US)
Gender equality
Openalex Percentile: Top 7%
Digital Games and Media
3.40
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Empowered by the Experience: Playing as Female Characters in Video Games — Teresa Lynch, David M. Markowitz, et al. · Media and Communication (2024) | TGRS Research Map | TGRS