Dados Bibliográficos

AUTOR(ES) Bethanie C. Pletcher , K.J.E. Hewett , Paul Rabinow , Paul Rabinow & Hubert L. Dreyfus
AFILIAÇÃO(ÕES) College of Education and Human Development, Texas A&M University – Corpus Christi, Corpus Christi, TX, USA, Texas A and M University - Corpus Christi
ANO 1995
TIPO Book
ADICIONADO EM 2025-08-14

Resumo

The Entertainment Software Association (ESA) found that women accounted for 46% of U.S. gamers in 2024. However, women players (especially girl players) remain an under-researched demographic in game studies. The aim of this qualitative case study was to expand upon previous research discoveries and explore the 21st-century skills, design processes, perspectives, and behaviors of adolescent girl players as they played, created, and survived in a video game ( Minecraft ). The data analysis involved triangulating eleven qualitative case study interviews with visual artifacts and observations from twenty-one girl players. A hundred and fifty students collaborated with the participants throughout various stages of the study's three phases. The qualitative coding process generated five themes: (1) Father Figures , (2) Community House , (3) Gamer Girl , (4) Lockdown , and (5) Trial and Error . Each theme organizes and shares how girls viewed, theorized, and interpreted their video game experiences during the COVID-19 pandemic.

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