Gender and digital gaming – how girls, boys and their parents account of their everyday practices concerning use and regulation Paper presented at the ESA conference Lisbon, September 5th 2009, RN5 Sociology of Consumption Ardis Storm-Mathisen Outline of the presentation I. Question/ background II. The Contextualizing adolescents’ egaming project (CAE) -data III.Sexed bodies and the regulation of digital gaming - broad patterns IV.Diversity in gendered regulation of digital gaming V.Tentative conclusions Ardis Storm-Mathisen I. Question/background Question: How do sexed bodies and conceptions of what is masculine and feminine play a part in the regulatory practices and logics surrounding adolescents egaming in everyday life? Background: 1. Debates on digital divides-digital threats 2. Theoretical/analytical calls for consumer/ICT research – to implement insights from gender research and – to apply more context-oriented approaches Ardis Storm-Mathisen Definition of terms Digital games - playing and gambling on electronic devices like TV, pc and the internet. Sex – reference to the female and male bodies that account of their everyday practices and logics concerning the use and regulation of digital games. Gender - how ideas of femininity and masculinity, play a role and are made relevant in these accounts of regulation. Regulation – observed or accounted attempts to influence the consumption of digital gaming, either by others on the adolescents or by the adolescents to themselves through self-regulations. Ardis Storm-Mathisen SIMS Feminine ? Ardis Storm-Mathisen Call of Duty Masculine ? II. The CAE project Contextualizing adolescents egaming (CAE) - a project that seeks to map and contextualize adolescents' egaming activities and problems. Egaming – a concept referring to both -‘eplaying’ (egaming without money) and to -‘egambling’ (gaming with money). Project period 2007-2010 Designed and conducted by SIFO (Norwegian National Institute for Consumer Research), Digimedia group Funded by the NFR (Norwegian Research Council) Ardis Storm-Mathisen CAE - Aims Aims To supplement present gaming research Develop context-based knowledge about households’ regulation of adolescents’ egaming Discuss implications for further research, prevention and treatment of adolescents’ egaming problems, particularly focusing at the household level Main analytical concepts and theoretical perspectives Contextualization and regulation: Domestication theory, the moral economy of the home (Silverstone et al 1992) Practice theory, language-games (late-Wittgensteinian thinking, Helle-Valle 2007, 2008) Discipline, governmentality (Foucaultian thinking) Ardis Storm-Mathisen CAE – data/methodology i) A strategic survey among all 15 and 18 year olds pupils in 7 secondary and high schools in Norway (a total of 611) ii) Conversational interviews with (high frequent) eplaying/egaming 15 and 18 year olds in 32 households/families: – with egaming problems (6) – without identified/reported egaming problems (eplaying; 20, egambling; 6). iii) Observations and video-recordings of individual and peergroup gaming The adolescents were interviewed in 3 different settings communicative contexts: i)Individually (often when gaming) ii)with parents iii)with (gaming) friends Ardis Storm-Mathisen Accounts in different communicative contexts Ardis Storm-Mathisen III. Sexed bodies and the regulation of digital gaming - large patterns – Difficult to find girls who were much engaged in gaming (especially among the youngest teenagers). We found no girls with identified egaming problems - Boys played more than girls - Boys had personal technical equipment, girls tended to use equipment belonging to other members of the household. - Adolescents and parents argue that the eplaying of boys need more regulation than the eplaying of girls - A common argument was that girls perform more self-regulation than boys to digital gaming, and that boys therefore need more external parental regulation than girls - Parents and girls express more ambivalence and concern with respect to the regulation of and problems connected to eplaying Ardis Storm-Mathisen General regulation as accounted for by the playing adolescents, their parents and local peers - large patterns Values involved in regulation - enjoy but behave: prioritize school, out-door physical activities, family sociality/ temporalities and social activities with friends, very little co-playing. Indicators of successful regulation: - engagement in other (out-door) leisure activities, good school performances and normal body shape Ardis Storm-Mathisen Ardis Storm-Mathisen IV. Diversity in gendered regulation of digital gaming Example cases that illustrate how sex/gender ‘rules’ of digital gaming are variable and context dependent: Case 1: how boy gamers perspectives on the gendergaming relationship changes from one moment in play to the next due to a transfer from an all-boys to a boys versus girls context Case 2: how a male sexed gamer used femininity as an expression of self-regulation to stop playing Doom Case 3: how a female sexed gamer changed her expression of femininity in relation to gaming from one year to the next Ardis Storm-Mathisen Case I: 15 year old males gaming 2008: three 15-year old boys were interviewed together while they were engaged in a game of counterstrike Incident a): All-boys activity. No voice-chat on - The boys claim gender does not matter in the game, only competence Incident b): Boys versus girls activity. Voice chat turned on - Gender does matter. When the voice chat was turned on they realize they are playing with an all-girl team that threaten to beat them. They express and tune up their engagement to win the game. The case illustrates that femininity (and masculinity) is perceived and performed differently in various communicative contexts. It hence also illustrates how the sex and gender of co-players impacts on gaming activity not as a rule but with a context-specific diversity Ardis Storm-Mathisen Case II: 18-year old male gamer 2008: an 18-year old boy interviewed alone when playing Doom, a game where aliens attack at unpredictable moments in a scary setting Incident a) to enjoy playing Doom is a masculine activity - he says he enjoys to fight down aliens and also the occasional fright, and it is a game he sometimes also plays together with his male friends Incident b) to stop the playing of Doom by expressing femininity – at one moment in the game he jumps from fright, exclaims “iik” and shows fear in a feminine embodied way. He then aborts the game The case illustrates that male bodies do not only perform masculinity but also femininity within activities of digital gaming. The feminine expression and way of performing the body is used to stop the gaming activity. Ardis Storm-Mathisen Case III: 21 year old female gamer Was interviewed twice: 1. As part of an all-female-gamer focus group 2008 - She portrayed herself as an engaged gamerheavy into online role play games like World of Warcraft. She spoke of her gaming as a ‘girl thing’- something she did with girl-friends. She was single. 2. Alone, in her home 2009 - She said she had quit playing online role games on her computer. Now much of her online gaming activity was small crossword puzzle games on food recipes and knitting patterns. She had moved in with her boyfriend This case illustrates how female bodies can understand and perform femininity with respect to gaming in radical different ways. Being single and doing gaming with girl friends is a different circumstance for expressing feminity than living with a boyfriend and playing recipe games. The change in contexts influenced on how she expressed, understood and performed her femininity. Ardis Storm-Mathisen V. Tentative conclusions: How do sexed bodies and conceptions of what is masculine and feminine play a part in the regulatory practices surrounding adolescents egaming? Sexed bodies and gender regulate digital gaming in context specific ways • The broad patterns of statements and practices indicate some commonalities: e.g. being a boy and performing masculinity tends to upscale gaming engagement and regulatory concern whereas being a girl and performing femininity tends to down-scale actual engagement and hence also regulatory concern • There is however no common rule to the gender-gaming relationship. The presented cases illustrate how sexed bodies and gender regulate digital gameplay in context-specific and hence diverse ways. Although masculinity is more strongly associated to strong gaming engagement than femininity, femininity is not by necessity something that downregulates gaming. • We should thus be careful to argue we know what feminity and masculinity is and how sex and gender influence our practices. To further enhance our understanding of this issue future research needs to continue approaching gendered conceptions and actual digital gameplay in open and exploratory ways Ardis Storm-Mathisen SIFO DIGIMEDIA Strategic Research Project on Digital Media and ICT http://www.sifo.no/digimedia/ Ardis Storm-Mathisen