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      Female Gaming, Gaming Addiction, and the Role of Women Within Gaming Culture: A Narrative Literature Review

      systematic-review

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          Abstract

          Research investigating female gaming has begun to emerge despite gaming being traditionally more popular with males. Research in the 21st century has drawn attention to the role of women in culture, society, and technology, and female gaming is one of the growing phenomena not to have been researched in depth. The aim of the present paper was to review female gaming (i.e., the role of females within video game culture) and identify any associated psychopathological symptomatology. The review adapted the Sample, Phenomenon of Interest, Design, Evaluation, Research (SPIDER) model in conducting a narrative literature review. A search of three scientific electronic databases yielded 49 papers for further evaluation. From a methodological perspective, studies had to fulfill the following criteria to be included: i) published between the years 2000 and 2018; ii) assessed female gaming or the female position within gaming culture, iii) contained quantitative, qualitative, or mixed methods approaches to produce empirical data or discuss theoretical implications through reviews, iv) be retrievable as a full-text peer-reviewed journal paper, and v) published in English, German, Polish, Spanish, Italian, Portuguese, or French. Four categories emerged from the papers: i) the benefits of female gaming, ii) why women might play video games less than men, iii) perceptions and realities of female characters within video games, and iv) women’s position in gaming culture. The main findings showed playing video games has benefits for women in terms of enhancing cognitive, social, and physical abilities. However, they are less encouraged to play video games due to negative expectations based on gender and/or experiences during game play. Video games are associated with stereotypical male characteristics, such as being overly aggressive, and frequently contain sexualized content. Female gamers appear to require coping strategies to handle online harassment. Females look for different things in video games, which are not often included in game designs thereby limiting their abilities. For instance, female avatar representation—which is exaggerated and hypersexualized—can prompt social comparisons and lead to feelings of decreased self-esteem, depression, and other impacts on well-being. Overall, there are still obstacles for women playing video games even though they comprise half of the gaming population.

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          Most cited references76

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          Gaming disorder: Its delineation as an important condition for diagnosis, management, and prevention

          Online gaming has greatly increased in popularity in recent years, and with this has come a multiplicity of problems due to excessive involvement in gaming. Gaming disorder, both online and offline, has been defined for the first time in the draft of 11th revision of the International Classification of Diseases (ICD-11). National surveys have shown prevalence rates of gaming disorder/addiction of 10%–15% among young people in several Asian countries and of 1%–10% in their counterparts in some Western countries. Several diseases related to excessive gaming are now recognized, and clinics are being established to respond to individual, family, and community concerns, but many cases remain hidden. Gaming disorder shares many features with addictions due to psychoactive substances and with gambling disorder, and functional neuroimaging shows that similar areas of the brain are activated. Governments and health agencies worldwide are seeking for the effects of online gaming to be addressed, and for preventive approaches to be developed. Central to this effort is a need to delineate the nature of the problem, which is the purpose of the definitions in the draft of ICD-11.
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            Internet gaming disorder, motives, game genres and psychopathology

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              Do you identify as a gamer? Gender, race, sexuality, and gamer identity

                Author and article information

                Contributors
                Journal
                Front Psychiatry
                Front Psychiatry
                Front. Psychiatry
                Frontiers in Psychiatry
                Frontiers Media S.A.
                1664-0640
                10 July 2019
                2019
                : 10
                : 454
                Affiliations
                [1] 1International Gaming Research Unit, Department of Psychology, Nottingham Trent University , Nottingham, United Kingdom
                [2] 2Turning Point, Eastern Health and Clinical School, Monash University , Melbourne, VIC, Australia
                [3] 3Institute for Mental Health, School of Psychology, University of Birmingham , Birmingham, United Kingdom
                Author notes

                Edited by: Takahiro A. Kato, Kyushu University, Japan

                Reviewed by: Giuseppe Carrà, University of Milano-Bicocca, Italy; Rodrigo Marín-Navarrete, Instituto Nacional de Psiquiatría Ramón de la Fuente Muñiz (INPRFM), Mexico

                This article was submitted to Addictive Disorders, a section of the journal Frontiers in Psychiatry

                Article
                10.3389/fpsyt.2019.00454
                6635696
                31354536
                db1f2d79-6a71-4050-9c3a-04b70090ef23
                Copyright © 2019 Lopez-Fernandez, Williams, Griffiths and Kuss

                This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

                History
                : 20 January 2019
                : 10 June 2019
                Page count
                Figures: 1, Tables: 1, Equations: 0, References: 96, Pages: 14, Words: 9503
                Categories
                Psychiatry
                Systematic Review

                Clinical Psychology & Psychiatry
                internet addiction,internet gaming disorder,gaming disorder,behavioral addiction,female gaming,gaming culture,narrative review

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