'I like to feel strong but not to kill': an exploration ofage 4 to 10 girls' console game experiences in China

During the past decade, China has seen significant growth in its game sector, with female gamers surging to half of the whole gamer population (Niko Partners, 2023).Chinese scholars and industry experts have been investing more in understanding the female gamers.However, when it comes to different age groups, young girl players in early to middle childhood seems to be under-considered.They are usually either grouped together with their boy counterparts as 'children/minors', or with the teenage/adolescent girls as 'young girls/schoolgirls'; while the gaming characteristics of the specific group are overlooked, understanding of their experiences of playing video games stays ambiguous.

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Publication Details

Published
2024-09-30
DOI
https://doi.org/10.26503/dl.v2024i2.2331
Primary Topic
Child Development and Digital Technology
Type
article
Field-Weighted Citation Impact
0.00
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article

'I like to feel strong but not to kill': an exploration ofage 4 to 10 girls' console game experiences in China

Yunfei Li, Ashley Woodfall, P. N. Wilkinson
Child Development and Digital Technology
article

'I like to feel strong but not to kill': an exploration ofage 4 to 10 girls' console game experiences in China

Yunfei Li, Ashley Woodfall, P. N. Wilkinson
article en

Abstract

During the past decade, China has seen significant growth in its game sector, with female gamers surging to half of the whole gamer population (Niko Partners, 2023).Chinese scholars and industry experts have been investing more in understanding the female gamers.However, when it comes to different age groups, young girl players in early to middle childhood seems to be under-considered.They are usually either grouped together with their boy counterparts as 'children/minors', or with the teenage/adolescent girls as 'young girls/schoolgirls'; while the gaming characteristics of the specific group are overlooked, understanding of their experiences of playing video games stays ambiguous.

Gender equality
Openalex Percentile: Top 55%
Child Development and Digital Technology
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