Female Dislikes in Video Games: A Study
Female Dislikes in Video Games: A Study
Christoph Klimmt
Department of Journalism and Communication Research
Hanover University of Music and Drama
On average, girls and women are less involved with video games than are boys and men,
and when they do play, they often prefer different games. This article reports two studies that
investigated the dislikes of German females with regard to video games. Study 1 applied con-
joint analysis to female respondents’ (N = 317) ratings of fictional video games and demon-
strated that lack of meaningful social interaction, followed by violent content and sexual
gender role stereotyping of game characters, were the most important reasons why females
disliked the games. Study 2, an online survey (N = 795), revealed that female respondents
were less attracted to competitive elements in video games, suggesting an explanation for
gender-specific game preferences. These findings are discussed with respect to communication
theory on interactive entertainment and their implications for applied video game design.
doi:10.1111/j.1083-6101.2006.00301.x
Introduction
Computer and video games have become among the most popular leisure time activ-
ities for children, adolescents, and young adults in Western and Asian societies. The
computer game industry is a billion-dollar business and its products have become
a major part of today’s media landscape (e.g., Poole, 2000; Vorderer & Bryant, 2006;
Wolf, 1999). However, a substantial gender difference in computer game involvement
has been observed, both in the U.S. and in Germany, despite the use of digital games
being on the rise (Ivory, 2006). Many studies conducted in social science fields such as
psychology report that girls and young women display less interest in digital games,
have less game-related knowledge, and play less frequently and for shorter durations
than do boys and young men (e.g., Brown, Hall, Holtzer, Brown, & Brown, 1997;
Cassell & Jenkins, 1998a; Lucas & Sherry, 2004; Wright, et al., 2001).
Several recent studies in Germany suggest the existence of a similar or even wider
gender gap in video game involvement among the German population. For example,
among a representative sample of German six to 13 years olds, 33% of girls reported
910 Journal of Computer-Mediated Communication 11 (2006) 910–931 ª 2006 International Communication Association
playing Gameboy at least once a week (compared to 51% of boys), 33% reported
playing other video consoles or computer games (compared to 54% of boys), and
only 12% reported being very interested in video games in general (compared to 36%
of boys; MFS, 2005a). Another study (MFS, 2005b) found a similar gender gap in
video game involvement among 12 to 19 year old adolescents, with for example only
15% of all females reporting finding video games very interesting (compared to 52%
of males) and only 15% of all females in this age group (compared to 61% of males)
stating that they play computer or video games at least once a week.
Journal of Computer-Mediated Communication 11 (2006) 910–931 ª 2006 International Communication Association 911
implications for research on media socialization and access to information technol-
ogies. Because competence in computer games may require media literacy and
technical skills, involvement with computer games presumably facilitates the acqui-
sition of general computer-related knowledge and abilities (Subrahmanyam &
Greenfield, 1994). Thus gaming can help users participate successfully in the infor-
mation society (Cassell & Jenkins, 1998a; Lucas & Sherry, 2004). It follows that if
computer games are more attractive to boys than to girls, they perpetuate gender
imbalance in access to modern information technologies.
912 Journal of Computer-Mediated Communication 11 (2006) 910–931 ª 2006 International Communication Association
characteristics presumably attract male players, they may repel females from playing,
because observing such gender stereotypes could impede identification with the
female characters or even cause cognitive conflicts and annoyance (especially if
the subjective construction by the player involves a feminist self-concept; see, e.g.,
Cassell’s discussion of Lara Croft, 2002). Female users could have low attraction and
appreciation for such portrayals of female characters (McCroskey & McCain, 1974),
and their enjoyment and playing motivation could be reduced in consequence.
Another important content variable is violence. The majority of popular com-
Journal of Computer-Mediated Communication 11 (2006) 910–931 ª 2006 International Communication Association 913
among females is the adventure game ‘‘Myst’’ (Ubisoft, published in 1993) and its
sequels. This type of game offers a non-competitive task structure, requiring explo-
ration and puzzle-solving without time pressure or immediate threats. Because most
digital games involve competitive elements, however, they are presumably less likely
to attract female users (see also Agosto, 2002; Lucas & Sherry, 2004).
In sum, at least four factors can account for the gender gap in computer game
playing. Three concern the content typically found in games: archaic gender role
portrayals, violence, and lack of social interaction. The fourth factor pertains to the
Objective
Study 1 examined how game content factors affect females’ motivation to play
computer games. The study specifically addressed the three content elements dis-
cussed above (sexuality-focused gender role portrayals, violence, and inclusion of
social interactions). Based on previous research, we reasoned that females’ interest
would be low if a given single-player computer game:
l involves strong and realistic violence
l features a female protagonist who fits into common male-dominated gender
stereotypes, for example by exaggeration of female body characteristics or sexually
revealing clothing
l allows little social interaction with other virtual characters
Method
A paper-and-pencil survey was administered among 317 females aged 18 to 26 years
(M = 21.67; SD = 4.37) recruited in schools and universities in a major German city.
The sample reported an average weekly computer game playing time of one hour,
24 minutes (SD = 2 hours, 27 minutes; max = 9 hours per week).
A conjoint analysis design was implemented to test the importance of the three
content factors discussed above (gender role portrayal, violence, richness of social
interactions). Conjoint analysis, originally rooted in consumer research, is a method
designed to assess the relative impact of product attributes on individuals’ prefer-
ences and choice behavior (Hair, Tatham, Anderson, & Black, 1998). Based on
theoretically established factors, a set of experimentally manipulated stimuli (e.g.,
products) is presented to the respondents, who are asked to rank them according to
their preference. Subsequently, the relative impact of the underlying factors is
914 Journal of Computer-Mediated Communication 11 (2006) 910–931 ª 2006 International Communication Association
regressed by the conjoint analysis on the basis of the observed rankings. The analysis
provides two criteria (Gustafson, Herrmann, & Huber, 2000): The ‘‘part-worth
utility’’ (or ‘‘utility score’’) reflects the absolute contribution of each factor level to
the summarized total utility (e.g., overall preference) of a given product or object.
The ‘‘importance score,’’ in contrast, reflects the range of utility scores between
distinct levels of a given factor, and thus indicates how changes in factor levels lead
to a change in the overall preference for a product or object.
Fictional computer game packages, along with text descriptions and small
Journal of Computer-Mediated Communication 11 (2006) 910–931 ª 2006 International Communication Association 915
Table 1 Variation of factors across games
Game label Factor: Factor: Gender Factor: Social
Violence role portrayal interaction richness
RED High Sexualized Low
BLUE High Non-sexualized High
GREEN Low Sexualized High
YELLOW Low Non-sexualized Low
(SIMULATED) Low Non-sexualized High
Results
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Table 2 Results of conjoint analysis on game preference
Factor Factor level Hypothesized Mean Mean Mean
direction utility utility importance
score gain score (%)
Violence High 2 2.0833 1.17 18.28
Low 1 .0833
Gender role portrayal Sexualized 2 2.1059 1.21 22.58
Non-sexualized 1 .1059
Accordingly, females’ game preference was most sensitive (see column ‘‘impor-
tance’’) to the richness of social interactions offered (MImportance = 59.14%). Gender
role portrayal and violence contributed less to a change of game preference, suggest-
ing that the amount of social interaction is the dominant content feature in German
females’ evaluation of a computer game.
However, while the above data build on average tendencies, not all subjects
reported the same direction of factor levels’ utility as hypothesized. Overall, 13.9%
(n = 31) of the subjects differed from the hypothesized direction by reversals in two
of the three factors, and 44.39% (n = 99) differed in their utility scores from the
hypothesized direction in at least one of the three factors (total amount of reversals =
161). Most reversals occurred with respect to aggressive content (40.4% of all rever-
sals), whereas subjects were more in line with the hypothesized direction regarding
the ‘‘richness of social interaction’’ (34.2% of all reversals), and the ‘‘sexual character
of the protagonist’s social role’’ (25.5% of all reversals). These findings suggest that
only careful generalizations about the explanatory power of the investigated content
factors should be made. Perhaps there were small subgroups in the sample whose
preference patterns varied (e.g., who prefer violent games over non-violent games, cf.
Bryce & Rutter, 2002; Jenkins, 1998; Kassis & Steiner, 2003). To identify those
subgroups and patterns, however, remains a task for further research and analysis.
Figure 2 shows the estimated total utility values of all four computer games
presented, plus the estimated total utility of the simulated fifth game (which was
not presented to respondents, but whose values were estimated from the existing
data, which is a common procedure in conjoint analysis). According to the utility
scores and utility gains reported in Table 2, the computer game featuring no aggres-
sive content, a non-sexualized social role of the protagonist, and a rich choice of
social interaction possibilities achieved the highest preference score.
Journal of Computer-Mediated Communication 11 (2006) 910–931 ª 2006 International Communication Association 917
4
Game type
Figure 2 Female respondents’ preference for different computer games: Estimated total util-
ity scores (means) of four presented and one non-presented computer game types. In
brackets: aggressive content [1 yes; 2 no] / social role [1 non-sexualized; 2 sexualized] /
richness of social interactions [1 high; 2 low]
Paired t-tests comparing the total utility scores of the games reveal that all scores
differ significantly except for the total utility score of the games ‘‘blue’’ and ‘‘green’’
(see Table 3).
Entertainment Value
The second conjoint analyses included 177 subjects (56.7%). All other subjects were
dropped due to invalid values or equal values across all game types. Table 4 provides
an overview of the results. Again, richness of social interactions accounts for antici-
pated entertainment value to the greatest extent. With respect to the ‘‘change sen-
sitivity’’ of the entertainment value, the impact of this factor is almost 15 times as
high as those of the other two factors, ‘‘aggression’’ and ‘‘gender role.’’
Surprisingly, unlike in the analysis of preference above, female respondents
assigned a higher entertainment value to computer games that included a female
Table 3 Significance of mean differences between games’ total utility scores (game prefer-
ence)
Game SIMULATED BLUE GREEN YELLOW RED
SIMULATED
BLUE *
GREEN ** Ns
YELLOW ** ** **
RED ** ** ** **
Note: Paired t-tests computed (all n = 222; df = 221). ** p , .01; * p , .05; ns = non significant
(p . .1).
918 Journal of Computer-Mediated Communication 11 (2006) 910–931 ª 2006 International Communication Association
Table 4 Results of conjoint analysis on games’ entertainment value
Factor Factor level Hypothesized Mean Mean Mean
direction utility utility importance
score gain score (%)
Violence High 2 2.0085 1.02 3.85
Low 1 .0085
Gender role portrayal Sexualized 2 .0141 2.03 5.77
Non-sexualized 1 2.0141
protagonist in a rather sexualized gender role. However, two caveats should be noted.
First, no treatment check was included to verify whether the female respondents
perceived the intended ‘‘sexualized’’ social role as such. Thus the conclusion that
a sexualized role for the protagonist increases the anticipated entertainment value of
a game must be drawn with care. Also, the mean utility gain in entertainment value
achieved by including in the computer game a sexualized protagonist role is rather
small, as is this factor’s importance score. Because no test of significance is available,
the relevance of this gain may be quite low.
Again, a couple of subjects showed preferences for one or more factor levels
opposite from the hypothesized direction. Specifically, 7.91% (n = 14) of the subjects
differed from the average pattern by showing three reversals, 11.86% (n = 21) by
showing two reversals, and 44.5% (n = 77) by showing one reversal (total amount of
reversals = 161). Again, responses diverged the most regarding the factor ‘‘violence’’
(36.65% of all reversals), followed by ‘‘gender role portrayal’’ (32.92% of all rever-
sals) and ‘‘social interaction richness’’ (30.43% of all reversals). As in the first con-
joint analysis reported, these findings warrant further research to identify subgroups
within the female population that hold specific preference patterns that differ from
the mainstream.
The estimated total utility values with respect to the entertainment value of
all four computer games presented, and the (simulated) fifth game, are shown in
Figure 3.
Paired t-tests show that the total utility scores of the games ‘red’ and ‘yellow’
differ significantly from the scores of the games ‘green’ and ‘blue’ and the ‘simulated’
game (see Table 5).
Discussion
The first study’s findings support the assumptions that had been extracted from the
literature. All three content factors investigated contributed to the preference values
that the young women assigned to the computer games. Interestingly, the relative
importance of social interaction was much higher than the relevance of gender role
Journal of Computer-Mediated Communication 11 (2006) 910–931 ª 2006 International Communication Association 919
3
2.69 2.66 2.64
Game type
stereotyping and violence in the game. In fact, respondents were not repelled by the
game versions that portrayed a gender-stereotyped protagonist with sexually reveal-
ing (leather) clothing. To experience enjoyment on some dimensions, at least a por-
tion of women interviewed were apparently ready to accept such role stereotyping
(see Bryce & Rutter, 2002; Yates & Littleton, 1999).
Nevertheless, the overall picture of what the women valued in the computer
games explains very well why females show such dislike when it comes to contem-
porary games. Few commercial games offer substantial and meaningful social inter-
action, but many games are full of violence, and gender stereotyping is also very
common (Smith, et al., 2003). Designing games that meet female preferences by
producing rich and sophisticated social interactions with virtual characters is a tech-
nical challenge, however. It requires the computer program to have profound ‘‘arti-
ficial intelligence,’’ whereas violence and gender stereotyping depend largely on
visual representations. The visual components of video games have undergone
Table 5 Significance of mean differences between games’ total utility scores (entertainment
value)
Game GREEN SIMULATED BLUE RED YELLOW
GREEN
SIMULATED Ns
BLUE Ns Ns
RED ** ** **
YELLOW ** ** ** ns
Note: Paired t-tests computed (all n = 177; df = 176). ** p , .01; ns = non significant (p . .1).
920 Journal of Computer-Mediated Communication 11 (2006) 910–931 ª 2006 International Communication Association
remarkable improvements due to technical progress in graphics devices, but the data
clearly suggest that the industry must face this challenge if women’s interactive
entertainment preferences are to be met.
Journal of Computer-Mediated Communication 11 (2006) 910–931 ª 2006 International Communication Association 921
H4: Greater computer-game-related self-efficacy will be observable in males than in females.
Finally, it was hypothesized that:
H5: Computer-game-specific ‘‘Wetteifermotiv,’’ ‘‘need to win,’’ and self-efficacy will predict
the intensity of use of competitive computer game genres.
This concluding hypothesis represents the conceptual link between gender differ-
ences in the psychological components of competition orientation and computer
game preferences, and completes the postulated explanation of gender difference in
Method
An online survey of users of German computer-game-related websites was con-
ducted. Banners and postings to related chats and newsgroups invited interested
Internet users to participate anonymously in the investigation. The questionnaire
included items on average frequency of use of different competitive and non-
competitive computer game genres. Competitive genres were ego-shooters (cf.
Schneider, et al., 2004; e.g., ‘‘Half-life’’), action adventures (e.g., ‘‘Mafia’’), real-time
strategy games (e.g., ‘‘Age of Mythology’’), and sports games, whereas non-compet-
itive games were ‘‘simulations’’ (e.g., ‘‘MS Flight Simulator’’), ‘‘peaceful build-up
strategy’’ (e.g., ‘‘The Sims,’’ cf. Steen, et al., 2006), role playing games (e.g., ‘‘Baldur’s
Gate’’), and puzzle-based ‘‘adventure games’’ (e.g., ‘‘Monkey Island’’). Intensity of
use was measured on a five-point frequency scale, with the lowest value (1) meaning
‘‘never’’ and the highest value (5) meaning ‘‘very often.’’
The components of computer-game-related competition orientation were mea-
sured by scales adapted from the psychological literature. The motivation to chal-
lenge and surpass others (‘‘Wetteifermotiv’’) was assessed by an 18-item scale
adapted from the Sport Orientation Questionnaire (Gill & Deeter, 1988; Gill,
Dzewaltowski, & Deeter, 1988) that includes a subscale about the motivation to
compete. A sample item was ‘‘I like competition in computer games very much.’’
The scale turned out to be sufficiently reliable (Cronbach’s Alpha = .92). A list of six
items was used to measure the ‘‘need to win.’’ The statements, e.g., ‘‘I hate to lose in
a computer game,’’ were also inspired by the Sport Orientation Questionnaire (‘‘win
orientation sub scale;’’ Gill, et al., 1988). They formed a sufficiently reliable scale as
well (Cronbach’s Alpha = .85). Computer-game-related self-efficacy, finally, was
measured by a 10-item scale adapted from a general self-efficacy questionnaire by
Jerusalem and Schwarzer (1986). A sample item was ‘‘I manage to resolve virtually all
difficult problems in computer games.’’ The scale displayed satisfactory reliability as
well (Cronbach’s Alpha = .89).
In addition to these variables, items about participants’ age and gender were
included in the online questionnaire. It took participants about 12 minutes to
complete the questionnaire. Overall, 795 individuals responded to the questionnaire,
among them only 18 females. The small number of female subjects willing to par-
ticipate in the survey as compared to male subjects further attests to the gender gap
922 Journal of Computer-Mediated Communication 11 (2006) 910–931 ª 2006 International Communication Association
in video game involvement among the German population. However, the group of
females turned out to be large enough to allow for statistical gender comparisons. On
average, respondents were 21 years old (M = 21.03 years, SD = 5.83 years).
Results
The comparison of male and female respondents with respect to their intensity of use
of different computer game genres supported H1: Males reported significantly more
frequent use in all competitive genres than did females (Figure 4). In contrast, no
2.83
Ego Shooter (e.g., Half-Life) 4.18
2.41
Action Adventure (e.g., Mafia) 3.72
1 2 3 4 5
Genre
Journal of Computer-Mediated Communication 11 (2006) 910–931 ª 2006 International Communication Association 923
5
3.76
3.50
3.34 female
3
male
2.31
2
1
Competitive motive Need to win Self-efficacy
(all tolerance values ..1). Table 6 summarizes the results. The ‘‘need to compete,’’
which was lower among female than male users, particularly fosters the use of ego-
shooters and strategy games.
Discussion
Although the number of female participants is small, the findings suggest that per-
sonality characteristics related to competition contribute to the emergence of gender
differences in computer game involvement. The ‘‘Wetteifermotiv’’ especially
accounted for substantial portions of variance in involvement with some competitive
924 Journal of Computer-Mediated Communication 11 (2006) 910–931 ª 2006 International Communication Association
computer game genres such as ego-shooters. A somewhat smaller explanatory power
was found for the ‘‘need to win’’ and ‘‘self-efficacy’’ components of competition
orientation. In all of these predictors, notable gender differences were observed.
Females portrayed themselves as less competitive and found winning less important
in (play) actions than did males. They were also less self-confident about their ability
to master competitive game situations. Because most computer games available
feature strong competitive elements, those personality differences in competition
orientation are important determinants of gender imbalances in computer game
Conclusions
The two studies reported in this article demonstrate the importance of content and
personality factors for the explanation of gender differences in computer game play.
Study 1 found that young German women prefer rich social interactions in computer
games, which most available products cannot offer, and also revealed the women’s
dislike of violent content and heavy gender-stereotyping in the presentation of
characters. The applied research design that relied on fictional game packages and
conjoint analysis should produce valid results.
However, two limitations need to be addressed. First, the packages of some of the
games presented contained negative remarks about ‘‘what is not in the game,’’ which
is clearly artificial when compared to normal packages of computer games and might
have affected the findings about social interaction possibilities. Second, each partic-
ipant dealt with several packages, some of which had identical screenshots or visual
features. Again, this differs from a natural situation of video game choice. Therefore,
the findings need to be replicated using real games and participants who are allowed
to actually play them. Further analysis should also deal with the comparatively high
number of divergent responses that indicate some variance in how the females
responded to the content factors investigated. Nevertheless, the findings are in line
with the assumptions and evidence reported in the literature (e.g., Glaubke, et al.,
2001). Theories on gender socialization, evolution, and biopsychological research
may help to explain the existence of the observed gender-specific content preferences
(cf. Sherry, 2004) and inspire theoretical reasoning on a more abstract level (see also
for a broader culture-specific approach AAUW, 2000; Cassell & Jenkins, 1998a;
Yates & Littleton, 1999). As a practical consequence, the computer game industry
stands to conquer new market segments if it would rigorously implement
females’ content preferences in future products (Cassell, 2002; Gorriz & Medina,
2000; Subrahmanyam & Greenfield, 1998).
As regards personality factors, competition orientation appears to be an impor-
tant component in the explanation of gender differences in Germany. Lucas and
Journal of Computer-Mediated Communication 11 (2006) 910–931 ª 2006 International Communication Association 925
Sherry (2004) have reported similar findings from a survey in the United States. The
games industry should also consider how, if at all, to implement competitive game
structures if they intend to reach female mass audiences.
Overall, the findings contribute to an explanation of the substantial gender gap in
computer game involvement. They also call for further theoretical discussion in
entertainment research: Current explanations of why playing video games is fun
(e.g., Klimmt, 2003; Vorderer & Bryant, 2006) need extensions to account for
gender-specific models of pleasure. If competing, winning, and being a violent super-
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About the Authors
Tilo Hartmann is a communication researcher at the School of Communication at
the University of Erfurt, Germany. During the last four years he has been involved in
a three-year project on ‘‘Presence’’ funded by the European Union and as a post-doc
at the Annenberg School for Communication, Los Angeles. His topics of interests
include the use of new media technologies, selective exposure phenomena, parasocial
relationships and interactions, audience research, and methodological questions.
Journal of Computer-Mediated Communication 11 (2006) 910–931 ª 2006 International Communication Association 931