Cited by 505Digital Games and MediaGender and Technology in EducationEducational Games and Gamification

Serious Games: Mechanisms and Effects

Jeroen Jansz, Mirjam Vosmeer, Ute Ritterfeld, Cody, Michael, Vorderer, Peter·2009·Routledge eBooks

Abstract

The common observation that women and girls not only play fewer digital games than men and boys, but also generally spend less time playing games, could be attributed to a simple matter of taste. If females prefer other kinds of entertainment, so be it. Men tend to prefer fi shing, too, and are noticeably more enthusiastic about football and model railways than most women. Although it might be interesting to investigate the social and cultural causes of these gender stereotypes, there is no real necessity to fully understand, let alone try to change, the demographics of football fandom, for example. In contrast, gender participation in digital games parallels professional participation, namely that women are as underrepresented among players of digital games as they are in information technology (IT) careers (American Association of University Women [AAUW], 2000; National Center for Women and Information Technology [NCWIT], 2007). This chapter discusses how this parallel might be understood and utilized for change by looking at how gender and equity issues are impacted by digital game content and contextual factors.

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Crossref · 10.4324/9780203891650

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  • Serious games are used in educational contexts to provide learning activities in a more playful, interactive, and engaging manner while increasing students' motivation and involvement.

    “Serious games are also used in educational contexts to provide learning activities in a more playful, interactive, and engaging manner while increasing students' motivation and involvement.”

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Authors
Jansz, J., Vosmeer, M., Ritterfeld, U., Cody, M., & Vorderer, P.
Affiliations
University of Amsterdam (NL)
Corresponding author
Jeroen Jansz
Venue
Routledge eBooks
Publisher
Routledge
Published
2009-09-10
OpenAlex
W4300433658
Cited by
505
References
0
Citations by year
2026: 22 · 2025: 29 · 2024: 51 · 2023: 38 · 2022: 40 · 2021: 37 · 2020: 35 · 2019: 41 · 2018: 27 · 2017: 24 · 2016: 37 · 2015: 34 · 2014: 21 · 2013: 25 · 2012: 17
FWCI
15.49
Type
book
Language
en
Open access
closed
Locations
  • Routledge eBooks (publishedVersion)
  • EUR Research Repository (Erasmus University Rotterdam) (submittedVersion)
Topics
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Gender Studies › Gender and Technology in Education
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
Keywords
serious games, gender differences in gaming, video games, women in gaming, gender equity, underrepresentation of women, game content, gender stereotypes, women in IT

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