@truthtellah said:
@seanbooker: You might get something out of this article from August considering a new ESA report that women now make up nearly half of all gamers, and it looks at what some women say is attracting them more and more toward gaming today. The Entertainment Software Association has a lot of information online regarding demographics in gaming and outreach to women.
http://www.cnn.com/2013/08/08/tech/gaming-gadgets/female-gamers/
This is GREAT, thanks!
Unfortunately, that study is extremely generalized and shouldn't really be the basis of any scholarly work for a Women's Study course.
It says they polled about 2,000 households which isn't nearly enough to get an accurate overview of consumer trends in an industry that makes more money annually than movies in the US. Also, polling households instead of individuals from separate households skews results, as any household with a console/PC will automatically have more people there who play those games, vs a household that doesn't. So if 1,500 out of the 2,000 households polled have PCs and no consoles, the results would be totally unreliable.
It also separates "computer games" from "video games" in some questions, but in others combine computer, console, and mobile games, further complicating their overall statistics.
And to make it all worse, they also don't provide the poll questions themselves which is vital to assure that there was no bias skewing people's answers one way or another.
To be absolutely clear, I'm not saying that their findings might not be close to reality, or that tons and tons of women don't play games, just that those specific numbers don't at all hold up under scholarly scrutiny.
As others have said though, there's still a wealth of more specific and accurate info out there. I'd say picking a narrow aspect of games/games culture in general (advertising, box art, number of released games in various genres over time) could yield much more interesting results.
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