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      GameChange(H)er: How Nancy Drew Video Games Build Strong Girls

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      proceedings-article
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      Proceedings of the 28th International BCS Human Computer Interaction Conference (HCI 2014) (HCI)
      BCS Human Computer Interaction Conference (HCI 2014)
      9 - 12 September 2014
      Video games, girls, Nancy Drew, identity, agency, literacy, self-esteem, career, family, academics
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            Abstract

            There are limitations in the amount and scope of female protagonists in video games that are made for and marketed toward adolescent girls, and very few studies on the effects on girls when they play them. Furthermore, the games that exist are often lacking in immersive factors as compared with games marketed toward males. This research explores the role of agentic (proactively moving the game forward through choice and action) female video game protagonists in generating positive effects in gamers, investigated through the example of the Nancy Drew video game series. In this March and April of 2013, 341 fan letters were gathered from the Her Interactive website and qualitatively analysed using grounded theory principles. Open coding was used to generate categories, which were then consolidated into four core phenomena and one miscellaneous category: agency, absorption, academics, connection, and other. Players of Nancy Drew video games reported engagement with the games, resulting in positive effects in several areas including agency, academic pursuits, literacy, career choice and family closeness. Implications for this research include recommendations for the inclusion of agentic female protagonists and an increase in production of games for adolescent girls.

            Content

            Author and article information

            Contributors
            Conference
            September 2014
            September 2014
            : 130-140
            Affiliations
            [0001]University of the Sunshine Coast

            Sippy Downs, QLD 4556 Australia
            [0002]University of the Sunshine Coast

            Sippy Downs, QLD
            Article
            10.14236/ewic/HCI2014.17
            a39116c9-7707-494a-847d-cf3559dfcc88
            © Katryna Starks et al. Published by BCS Learning and Development Ltd. Proceedings of the 28th International BCS Human Computer Interaction Conference (HCI 2014), Southport, UK

            This work is licensed under a Creative Commons Attribution 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/

            Proceedings of the 28th International BCS Human Computer Interaction Conference (HCI 2014)
            HCI
            28
            Southport, UK
            9 - 12 September 2014
            Electronic Workshops in Computing (eWiC)
            BCS Human Computer Interaction Conference (HCI 2014)
            History
            Product

            1477-9358 BCS Learning & Development

            Self URI (article page): https://www.scienceopen.com/hosted-document?doi=10.14236/ewic/HCI2014.17
            Self URI (journal page): https://ewic.bcs.org/
            Categories
            Electronic Workshops in Computing

            Applied computer science,Computer science,Security & Cryptology,Graphics & Multimedia design,General computer science,Human-computer-interaction
            literacy,self-esteem,career,family,academics,Video games,Nancy Drew,girls,identity,agency

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