E–Learning Volume 5 Number 2 2008 www.wwwords.co.uk/ELEA Gameplay, Gender, and Socioeconomic Status in Two American High Schools GILLIAN ‘GUS’ ANDREWS Teachers College, Columbia University, USA ABSTRACT In a study of 195 high school students, differences by gender and socioeconomic status (SES) were found in their gaming habits and game literacy practices. Low-SES students generally preferred console video games, particularly those in the sports genre. They expressed frustration with the controls involved in long-form computer games such as those in the role-playing and first-personshooter genres. Girls overwhelmingly rejected being identified as gamers, though they actively engaged in playing casual games in isolation. Very few students in any demographic group were found to participate in the game literacy practices described by Steinkuehler, and high-SES males were most likely to engage in these practices. These findings suggest cautious further research when generalizing from recommendations of how to harness games for education, such as those presented by Gee. Also, it appears that more attention to sports-themed digital games is warranted, particularly for those interested in reaching low-SES populations, as both boys and girls at the low-SES school played these games. Introduction Recent years have seen a great deal of interest in the utility of digital games for teaching, with schools of education and technology contributing a range of approaches to making use of games. In the field of new literacies, scholars have described the ways games and their player communities teach game content, and have suggested that harnessing this power for teaching could lead to highly engaging, motivating education (Gee, 2003, 2004; Lankshear & Knobel, 2003; Steinkuehler, 2004). Within the research on youth and gaming, there has been some attention to racial, national, and gender differences in play habits, which I will address shortly (Michaels, 1993; McNamee, 1998; Subrahmanyam & Greenfield, 1998; Suess et al, 1998; Lenhart et al, 2001; Bickerton, 2003; Squire et al, 2004). This joins a large body of research and theory on differences in play habits which are not attributed to demographic patterns. Caillois (2001), for example, breaks down games into play types which offer the appeal of conflict (agon), chance (alia), vertigo (ilinx), or mimicry (mimesis), while Yee (2005) sees achievement, social interaction, and immersion as motivating to different players. However, there has been little attention to class or socioeconomic status (SES) and game-play differences, either in the literature on gaming or the literature on the Digital Divide. In a panel she moderated on race, class, and gender in game-like ‘virtual environments’ in 2004, Kafai noted that the panelists had done an excellent job of addressing gender and some work addressing race, but had not even begun to consider the impact of class on game play . She called for further work on the subject. This article aims to fill the socioeconomic gap in this literature. To investigate the game-play differences between students of high SES and low SES, I developed two surveys and administered them to the populations of two high schools. One high school was a private college preparatory school in suburban Connecticut; the other was a public alternative school in Manhattan which qualifies for Title 1 funding. The results of these surveys 199 http://dx.doi.org/10.2304/elea.2008.5.2.199 Gillian Andrews were analyzed to provide a broad overview of the situation, and also used to identify a handful of ‘average’ students to question further. These students participated in pile sorts of games and individual interviews. Results were analyzed both statistically and using a grounded qualitative approach. The findings of this study indicate that low-SES and high-SES students engage in distinct practices in game-play, particularly when it comes to choice in genre and platform. Gender remained a startlingly distinct variable as well. Game-related literacy practices were found to be practiced by a very small number of students, mostly high-SES white males. In general, the findings of this study suggest careful attention to student preferences when developing educational games, as well as rethinking the direction of research on games and literacies. Definitions Throughout this research I make a distinction between video games played on consoles like the PlayStation 3 and Xbox 360, and computer games, played on PCs which are also used for work, sending email, or surfing the Internet. This was to try to account for the findings of literature on the Digital Divide, as well as digital use-pattern literature like that presented by Suess et al (1998). It is, of course, also a material divide in the games industry, and has long been a bone of contention among heavy game-players, who argue over whether using a keyboard or controller, console or desktop makes for a better gaming experience. Wherever I was not specifically asking players about computer games or video games in my surveys or interviews, I included both types of gaming in the wording, or else said ‘playing games’ for shorthand. I also make a distinction between casual games (puzzle, word, card, and other games which one can pick up and put down with a minimum of effort, and which are often also played on portable game devices and cell phones) and other computer games in which play evolves over a long period of time, which revolve around a storyline or complex simulation, and which tend to have more complicated controls. However, I do not consider ‘computer games’ and ‘online games’ to necessarily be separate, as there are many computer games, casual and otherwise, which feature both offline and online play modes. The distinction I make is whether these games are actually being played online. The populations playing these types of games tend to differ greatly, as this study will demonstrate later. Games and Education Much of the work on gaming and new literacies has been theoretical or suggestive. Such is the work of James Paul Gee. In his book What Video Games Have to Teach Us about Learning and Literacy, Gee describes the ‘how to play’ tutorials included in most games (Gee, 2003). Through a series of examples taken from commercial, non-educational games, he suggests that schools could learn from the ways games and their tutorials scaffold new players, give just-in-time advice, and provide identities for players to try out. In a second book, Gee suggests that popular culture texts like games can at times do far better at introducing young people to ways of knowing and being than schools do when they are trying to introduce kids to the worlds of scientists, historians, engineers, and other professionals (Gee, 2004). This echoes earlier observations made by Turkle (1995) on the ways computer spaces (MUDs and MOOs in her case) provide opportunities to try on new identities in a space of ‘psychosocial moratorium’. Prensky (2002) similarly posits that the differences between physics, biology, and human behavior in real life and in game worlds may cause players to reflect on these systems, developing deeper understanding of everyday situations. If these conjectures are true, we might expect avid game players to be more able to try on different ways of being, or prepared to take on ways of knowing in school which they have already played with at home. However, while Turkle’s (1995) work is grounded in a large body of data, it is worth keeping in mind that Gee’s and Prensky’s early work on games has been speculative. Both authors make inferences about the potential of video games from informal observations of players, personal experience, and literature on cognition and social relations which may not play out, so to speak, in the everyday experience of game players. 200 Gameplay, Gender and Socioeconomic Status Others’ work has been more concrete, exploring students’ engagement with these games on a case-by-case basis or through ethnography. Steinkuehler’s work on the massively multiplayer online role-playing game (MMORPG) Lineage is an example of the latter. Steinkuehler found Lineage to be a site of complex, authentic, peer-collaborative learning which offered challenges exemplifying Vygotsky’s concept of the zone of proximal development (Vygotsky, 1978). Steinkuehler’s work describes the social networks surrounding these games, in which players work out complex mathematical models in spreadsheets, teach each other ways to maximize their income, and write literary texts for fun, contrasting these games, as Gee does, against schools, where such motivation to complete similar activities is lacking. Some scholars suggest that commercial, non-educational games on their own may provide players with skills and tools which may give them an advantage in the classroom. Squire (2004) has demonstrated that students playing the historical simulation Civilization III developed hypotheses about historical processes which engaged them in history far more than the mere memorization of facts and dates would. Students in his study sought out textbook information on history as a means to ‘cheat’ at the game. Williamson & Facer’s (2004) investigation of peer gaming networks suggests that as children read and discuss gaming magazines and websites, they may be developing ‘game expert’ identities which develop cultural capital in and of themselves. Magazines and websites introduce industry ways of thinking about technical elements of games like lighting, music, and level design. Williamson & Facer found students critically reviewing games in light of what they had read, using the terms found in these texts. They saw students developing this critical understanding as part of a broader conception of how technical and social networks function in the real world. This conception included awareness of the roles of game-industry professionals, amateur enthusiasts, vendors, and their peers. They found this social and technical network understanding lacking in classrooms, which were divorced from realistic practices. Leander & Lovvorn (2006) followed a single student between a classroom and his involvement in the MMORPG Star Wars Galaxies. Comparing the literacy work the student did surrounding the game with his teacher’s assignments, this study found his game literacies much richer than the notecards and paper the student produced for a history project on demand. Lankshear & Knobel also follow a single student’s literacy practices in and out of class (Lankshear & Knobel, 2003). At the end of their comparison, they worry, as does Gee, that inschool uses of technology fail to jive with those which students develop outside of class. They believe the potential for conflict between students’ practices and the literacy practices approved by teachers extends beyond technology lessons, potentially hindering the success of English classes as well. This literature indicates that gaming practices matter – both when teachers bring games into class and when students play outside of class. Games are motivating, help shape student identities, and can structure effective learning. In order to be sure all students are reached by game-based learning, then, it behooves us to understand existing differences in the ways different groups of students play games. Gender Gender remains a much-discussed topic at both academic and industry conferences on gaming. Both industry and academic writing suggests that girls approach video and computer games in a very different way from boys. A divide in boys’ and girls’ play practices has existed for some time; imbalances were found in a study on arcade game play in the early 1990s. Looking at a younger female population, Subrahmanyam & Greenfield’s (1998) review of the literature presented in Cassell & Jenkins’s edited collection, From Barbie to Mortal Kombat, details a range of differences that have been found in girls’ and boys’ preferences. The games industry, they argue, has often assumed that girls’ dislike of violence indicates a dislike of any action at all. However, their detailed review documents evidence that girls are perfectly happy to engage in games that involve adventure, creativity, skill, diplomacy, or manipulation, particularly if these are housed in settings which are collaborative and open-ended, and if they are perceived as having an impact on a realistic situation. 201 Gillian Andrews Kafai has done extensive research on gender and games over the years (see http://www.gseis.ucla.edu/faculty/kafai). Most recently (1998), she has looked at game-playrelated practices in a science-based website for girls. Her earlier research focusing on boys and girls creating games, rather than playing them, found a number of differences. Girls tended to develop ‘teaching’ games, while boys developed adventure or sport/skill games more like the usual commercial entertainment fare; she attributed this to the fact that learning games are more often targeted at girls. While boys developed fantasy settings, girls more often stuck to realistic settings, which Kafai thought had much to do with non-digital gendered play spaces usually offered to children. Other broad surveys have noted other dramatic differences in young women’s and men’s approaches to game-play. The Pew Internet Project yielded mixed results; while its 2003 paper on college students (Bickerton, 2003) found that more women than men of this age play games on the computer (60% vs. 40%), its 2001 paper (Lenhart et al, 2001) on teens had indicated that 57% of teenaged girls, as opposed to 75% of boys, had downloaded or played a game online. Game industry research supports their findings about women and computer games: a white paper in 2004 suggested that middle-aged women make up a ‘silent majority’ of gamers, playing card, word, and puzzle games online, often in social groups. McNamee’s (1998) findings suggest a relation of gendered space to game-play. She observed that boys often ‘police’ the computers and game consoles in their homes, protecting them from siblings but especially sisters. McNamee found that much of the time, in families with male and female children, computers and game consoles ended up in the rooms of boys, making access even harder for girls. This simple access issue may contribute to the difference in boys’ and girls’ gaming habits, much in the way that access shapes the technology experience of low-SES children. Gaming, Access and the Digital Divide Literature on the so-called Digital Divide – the disparity in technology skills, access, and resources between the rich and poor – has not focused in the main on gaming. When touching on the topic of SES while describing differences in children’s game cultures, for example, Williamson & Facer (2004) only discuss the ways low-income parents kept their children out of friends’ game-sharing networks for financial reasons. However, these peripheral results should be noted as having a possible influence on children’s game-play habits, as well as patterns which may make it clearer whether differences in game-playing habits are attributable to differences between the games themselves, or whether they are part of a larger pattern of differences in use, access, and resources. Some have suggested that today, computer access itself is less often the cause of differences between the rich and poor than are other factors. In 1999, 97% of US kindergarteners had access to a computer either at home or at school; the national average for student-computer ratios in schools as of 2004 was 1:5. As of 2004, Nielsen/NetRatings estimated that 75% of Americans are able to access the Internet from their homes. With this kind of pervasiveness, disparities are increasingly a matter of quality of the skills low-income users have, the ways they use technology, and who they communicate with using technology. However, it is also worth keeping in mind the quality and frequency of access; some families may have more computers at home per capita, and some may have poorer-quality Internet access. Looking at use patterns, Robinson et al (2003) found that in general, level of educational achievement was a better predictor of how a person would use technology than income. They found that males of lower education and income levels, under age 35 and unmarried, were more likely to use the Internet for game playing than other groups. They did not find any correlation of this practice with race. Additionally, the study found that more-educated people claim to have about five times as many social contacts than those who only completed high school. The college-educated were also twice as likely to contact work or business associates by email. This likely reflects the fact that lesseducated people also had less email access overall. This finding seems to recommend attention to social configurations of game-play: do low-SES gamers and high-SES gamers seem to have the same patterns of playing with other friends, with classmates, or with strangers? Would solitary play reflect a lack of access to technology? 202 Gameplay, Gender and Socioeconomic Status Looking at the ostensibly more privileged side of the digital divide – students with greater cultural capital – the Pew Internet Project found that college students spent more time on computer games and online games than on console video games. Thirty-seven percent of college students said they had spent once a week or more often; 31% said they played online games that often, and only 27% said they had played video games that often. Clearly, attention to both the material and social cultures of play is crucial. Hypotheses In light of this assembled literature, I went into this study with the following working hypotheses. Should it prove to be the case that low- and high-SES players (and boys and girls) play differently, their preferred ways of gaming could either ameliorate or add to other digital divide problems. I expected this might happen in a couple of ways: either the gaming preferences of different groups of students might coincide with each other, or conflict with each other. If they were different, this might leave some groups of students with less cultural capital. If they were similar, this might give otherwise disadvantaged game players a leg up in developing relationships across class or gender barriers. Population and Methods Two principals agreed to a survey of their high schools for this study. The first, Miranda Nell High School [1], is a public high school in New York City, serving grades 9 through 12. Between 350 and 400 students were enrolled at the time of the survey; 162 of those students responded to the initial survey.[2] Miranda Nell qualifies as a Title I school, meaning over 40% of students qualify for subsidized lunches. While Miranda Nell is identified as an alternative school, serving students who were not succeeding in other schools, the principal has some leeway in selecting and inviting students to the school. The school reports a graduation rate of approximately 60%. The school participates in a national curriculum reform program focusing on small class sizes and student participation. The second school, Tarnover Academy, is a private college preparatory school in suburban Connecticut, serving kindergarteners through high school. The high school (again, grades 9-12) had 163 enrolled students at the time of the study; 133 of those students responded to the initial survey. Tarnover has been in operation for over 100 years. Though it is a private school, its principal reports that as many as half of its students receive some sort of financial assistance to attend the school. For the purposes of this study, ‘high SES’ and ‘low SES’ were defined by federal census poverty guidelines. The census defines a high-poverty zip code as one in which over 9.2% of households – the national average – live below the poverty line. Students at both schools were coded as living in high-SES or low-SES neighborhoods based on their reports of zip code. By this measure, about 72% of students at Tarnover lived in a high-SES zip. An equivalent percentage – about 73% – of students at Miranda Nell lived in a low-SES zip. Further, 64% of the respondents from Miranda Nell lived in zips where the percentage of families living below the poverty line was more than double the national average. Conversely, 59% of respondents from Tarnover lived in zips where the percentage of families living below the poverty line was less than half of the national average.[3] In the analysis in this article, I only included records from high-SES students at Tarnover and low-SES students at Miranda Nell. This left me with an N of 95 at Tarnover and an N of 119 at Miranda Nell from the first survey. Two surveys were administered by teachers in school advisory groups (homeroom classes). The first survey collected basic demographic information about the students. It also asked multiplechoice questions about their computer and video game usage and ownership, with whom and where they played, and what access they had to the Internet, and asked them to indicate on fourpoint Likert scales much they enjoyed computer and video games. It also asked who they would look for in their classes for advice on games. Finally, it asked whether they would be willing to participate in further research. 203 Gillian Andrews A second survey was administered only to students who agreed on the first survey that they would participate further.[4] This group included 52 students at Miranda Nell, and 66 students at Tarnover. The second survey consisted of questions about the literacy practices students engaged in related to the games they played. Students were specifically asked about reading game-related magazines, books, and websites, and about contributing, viewing, and creating multimedia materials in online communities. Based on information from the first two surveys, I identified a smaller group of representative students at each school to follow up with in pile sorts and interviews. These were chosen from the group of students who agreed to continue in the study. My aim was to find students of both genders from each group who represented ‘average’ students from their schools – not heavy players or those considered expert ‘gamers’ by their peers. Criteria for selecting this group were: • Students at Tarnover from high-income neighborhoods; students at Miranda Nell from lowincome neighborhoods • Reported number of hours of computer and video games they had played in the last week was near the average for their gender and SES group at their school • Reported playing, in the past year, the game genres most popular with their gender and SES group at their school • Did not report playing, in the past year, the game genres least popular with their gender and SES group at their school • Reported preference for computer or video games was close to the average for their gender and SES group at their school Pile sorts are intended to give the researcher a sense of the organic categories a culture uses to define themes, people, or other beings or inanimate objects. To that end, I gave the students a selection of game boxes (the games were not inside, in order to discourage students from making fruitless requests to play the games right away!) and gave them the following abstract guidelines for sorting, in four successive rounds: • Round 1: Which of these have you seen(/heard of) and not seen(/heard of) before? • Round 2: Sort the games into the piles ‘which make the most sense to you’. • Round 3: (If they did not develop these criteria on the previous question.) Sort the games into piles based on what kinds of games these are. • Round 4: (If they did not develop these criteria on a previous question.) Sort the games into piles based on what kind of people would play them. All games were used in each round of sorting, even if students indicated in the first round they had not seen those games before. If students looked for guidance on how to sort past the initial prompt, I reminded them I was most interested in knowing what they thought, and they should develop categories themselves. I also told them it was fine to move games once they had established piles, or to identify games which could be put in more than one pile. When students switched piles, looked confused, paused, or otherwise gave an indication they were working on a decision, I prompted them to vocalize what they were thinking. After students had completed a pile sort, I asked them for a more detailed explanation of why they had chosen those categories. I videotaped pile-sorting sessions in order to gather more narrative responses from participants, as well as keeping written records of which games went into each pile. In all, I interviewed and did pile sorts with three males (Davon, George, and Eduardo) and three females (Marianne, Amanda, and Shameka) at Miranda Nell, and four males (Robert, Liam, Janak, and Dave) and three females (Lacey, Brecken, and Lauren) at Tarnover.[5] Pile sorts were conducted individually, with dyads, and with triads, because of scheduling issues at both schools (which also accounted for the imbalance of numbers). In two cases – with a group of two girls at Miranda Nell, and with a group of three boys at Tarnover – a student visitor sat in on pile sorts, arriving late or leaving early but making some comments on the pile-sort process. All interviews were conducted individually. I recorded interviews on videotape or audiodisc, supplemented with extensive note-taking. As one student’s recording was lost due to mechanical error, these notes helped reconstruct the data. Once data were collected, simple frequency counts and crosstabs were run on numerical and scalar data from the surveys. I charted commonalities in students’ classifications of games during 204 Gameplay, Gender and Socioeconomic Status the pile sort. I then used some genre categories which emerged from the pile sort and interviews – sports games, fantasy games, casual games, and computer games – to guide another round of analysis. I also attempted to determine whether genre preference influenced student participation in online game-related literacy practices. Findings Platform Patterns Video games Computer games Tarnover (females) Miranda Nell (females) Tarnover (males) Miranda Nell (males) Key: 4. A lot 3. Some 2. Not much 1. Not at all Figure 1. ‘How much do you like these games?’ Likert scales, percentage of students by gender and SES 205 Gillian Andrews The initial surveys yielded distinct patterns of use and preference when it came to console (e.g. Xbox, Nintendo, PlayStation) versus computer use for gaming. On Likert scales where they were asked to rate how much they liked certain games, low-SES students expressed substantially less interest in computer games than in console video games. Just over 60% of high-income students reported they liked computer games ‘some’ or ‘a lot’, while about the same number of low-income students reported they liked them ‘not much’ or ‘not at all’. Low-SES students felt more strongly about this dislike, as well; 27.59% said they liked computer games ‘not at all’, while about half that many (13.83%) high-SES students disliked computer games that strongly. By gender, 29.4% of lowSES males, compared to only a quarter of low-SES females, expressed strong dislike for computer games (Figure 1). Most students seemed familiar and comfortable with games on portable devices. Over 70% of students at both schools said they had played games on cell phones, with no difference by SES. Low-SES students, meanwhile, were much more likely than their high-SES counterparts to have played games on a PlayStation Portable. Anecdotally, girls in the interviews and on surveys referred fondly to having played games on GameBoys at a younger age. Genre Patterns When the pile sorts and interviews revealed that students placed fantasy and sport, computer and casual games in distinct categories, and that they associated particular groups of people with these games, I ran analyses by these categories on the initial survey data to see whether play habits and literacy practices differed along these lines.[6] I classified by these genres the games students indicated that they had played most over the past year. When a student reported that they had played a game not included in the pile sort, I used the genre attributed to the game on the popular website Gamespot.com to sort games into these categories. Through this process, I classified students by whether they had or had not spent time playing a sports, fantasy, casual, or computer game over the past year, and ran crosstabs. Grouping by genre the top three games students said they had played over the past year, there were significant differences between students of different SES and different genders (Table I). Casual games Computer games (non-casual) Fantasy games Sports games High-SES (Tarnover) % 22.6 19.4 16.1 19.4 Casual games Computer games (non-casual) Fantasy games Sports games Boys (both schools) % 4.5 14.3 16.1 47.3 Girls (both schools) % 29.7 7.7 5.5 15.4 χ df p 6.007 11.001 3.934 14.462 1 1 1 1 .014 .001 .047 .000 2 Low-SES (Miranda Nell) % 10.0 4.5 7.3 44.5 χ 2 24.023 2.173 5.591 23.159 df p 1 1 1 1 .000 .140 .018 .000 Table I. Significant differences in the types of games played by low- and high-SES students, and by gender (n = 214). Sports was the only genre which low-SES students were more likely to have played than high-SES students. High-SES students were more likely to report playing the other genres as one of their top three games played over the past year. All in all, high-SES boys were more likely to play non-casual computer games than other groups. About twice as many boys as girls reported playing non-casual computer games, but because the number of computer-game players was small (16 males, 7 females), this difference did not register as significant. The number of students at Miranda Nell playing non-casual computer games was small; low-income students were significantly less likely to report these games as one of the 206 Gameplay, Gender and Socioeconomic Status top three they had played in the past year (19.4% of high-SES students vs. 4.5% of low-SES students, n=214, x2 11.001, df 1, P = .001). In the pile sorts and interviews, low-income students explained that non-casual computer games were ‘too complicated’ or ‘confusing’: Interviewer: What is it about computer games? Like, why are they – why are they different? Davon: Like, people, like … George: People do other things on they computer. Davon: Basically, you want the TV, you want to control, but you play it on the computer, you gotta (pokes at table) George: It’s hard. Davon: You got certain buttons you gotta put. They specifically cited a dislike of using complicated keyboard controls to play (‘it’s hard’, ‘certain buttons’), echoing a complaint long voiced by console game fans when arguing their games are superior to computer games. Davon and George also seemed to want to treat the computer as a machine separate from gaming (‘people do other things on they computer’). This critique of computer games was mostly levelled at simulations, role-playing and strategy games, and first-person shooters, however. It did not seem to apply to ‘casual’ puzzle, card, arcade, and word games on the computer. Casual games tend to have simpler, more intuitive controls. Casual games were the one genre which more girls than boys said they’d spent most of their gaming time playing in the past year. Low-SES females were, notably, more likely than high-SES females to report having played a sports game (27.3% vs. 4.3%, n=91, x2 9.249, df 1, P = .002). In general, pile sorters at both schools classified card, puzzle, arcade-style (think Pac-Man) and other casual games as games for ‘everyone’, from young children through to their parents and grandparents. The boys at Miranda Nell admitted they would play these games, but claimed they would not choose them unless their consoles were broken or they were bored for other reasons. Girls generally listed casual games as the games they had played most over the past year. High-SES females were about twice as likely to report a casual game – these games are associated with computers and handhelds – in their top three choices over the past year than low-SES females (40.4% vs. 18.2%, n=91, x2 5.388, df 1, P = .020). Girls at both schools identified strongly with casual games. This is not altogether surprising; it suggests lifelong patterns contributing to the rise of middle-aged women as a formidable audience for puzzle, card, and arcade games. Given that students of different genders and SESs appear to be playing different games, one might expect to find these different groups to engage in differing game practices surrounding their play. I will delve into this possibility in the next few sections. Social Patterns in Play In line with the findings of digital-divide literature, low-SES males appeared to engage in less social online play than high-SES males. Significantly fewer low-SES males than high-SES males reported playing online with friends, online with strangers, or at net cafés/LAN parlors (see Table II). Even compared their overall tendency not to play with others, low-SES males were far less likely to report playing with strangers online. Meanwhile, more high-SES males reported playing with strangers online than with friends online. With one friend online With bunch of friends online With strangers online At a LAN parlor/net café High-SES % 37.0 39.1 50.0 15.2 Low-SES % 16.2 17.6 10.3% 4.3 Table II. Significant differences in the social patterns of gaming among low- and high-SES males (n = 114). 207 χ df p 6.395 6.531 22.309 4.211 1 1 1 1 .011 .011 .000 .040 2 Gillian Andrews For girls, gaming seems to be a solitary activity. In interviews at both schools, girls claimed to be unaware of other girls’ gaming habits. They were also significantly less likely to report playing with anyone else, or in locations outside their own homes (Table III). Contrast these findings to the popular image of teenage girls as heavy users of social technology; they may be spending time on MySpace or IM talking with friends, but when it comes to gaming, they are playing alone. % girls (n = 98) 36.7 % boys (n = 114) 57.9 χ2 df p 9.452 1 .002 With 1 friend online 4.1 24.6 17.246 1 .000 With many friends in person 28.6 57.9 18.360 1 .000 With many friends online 4.1 26.3 19.347 1 .000 With strangers in person (arcade, net café) 1.0 6.1 3.804 1 .051 With strangers online 3.1 26.3 21.683 1 .000 With 1 friend in person At a friend’s house 37.8 58.6 9.254 1 .002 At a relative’s house 23.5 40.5 7.014 1 .008 At a game store 2.0 17.2 13.307 1 .000 Table III. Where and with whom do girls and boys play? (n = 214). Related Literacy Practices, Outside of Gaming Itself A very small percentage of students at either school indicated they engaged in any reading, writing, seeking or posting images, or participating in online websites related to gaming (see Table IV). Fewer students had been involved in producing online texts related to games such as reviews, comments, art, screenshots, and movies than had been reading or viewing these texts. Tarnover (n = 36) Male Female Total View screenshots 14 2 16 Miranda Nell (n = 17) Read magazines Male Female Total 7 1 8 Read magazines 12 0 12 Use walkthroughs 5 1 6 Use walkthroughs 11 1 12 View screenshots 5 0 5 Read comments 6 4 10 Post scores 2 1 3 Read reviews 5 3 8 Read comments 2 1 3 View movies 6 1 7 Read reviews 3 0 3 Read books 2 3 5 View movies 3 0 3 Take surveys 2 1 3 Take surveys 2 0 2 View art 1 2 3 Post comments 0 1 1 Post comments 2 0 2 Post movies 1 0 1 Post scores 0 2 2 Team up 1 0 1 Post art 1 0 1 View art 1 0 1 Post screenshots 1 0 1 Post art 0 0 0 Team up 0 1 1 Post reviews 0 0 0 Post reviews 0 0 0 Post screenshots 0 0 0 Post movies 0 0 0 Read books 0 0 0 Table IV. Number and percent of students at each school saying on the econd survey that they had engaged in game-related literacy practices. Some groups appeared proportionally more likely to participate in literacy practices related to games. Students who reported spending a lot of time on a non-casual computer game in the past year were significantly more likely to say that they had read comments, used walkthroughs, or 208 Gameplay, Gender and Socioeconomic Status viewed screenshots related to games online, compared with students who had not. Students who did not report playing computer games were less likely to have engaged in these activities. It is worth considering the interaction of SES with these results; recall that low-income students were less likely to have spent time playing a computer game in the past year. Walkthroughs – written or written/illustrated instructions on optimal ways to beat a game or level which can be found on a number of game-related websites – were one of the most significant markers of difference between groups’ literacy practices. Not only were males and computer game players more likely to have used them than females, sports game players, and those who did not play computer games, but students who reported spending time on fantasy games were also more likely to have used them. Viewing screenshots and reading magazines also appeared to be more highly related to some groups of gamers than others. The correlation of computer games with walkthroughs does make sense in light of the fact that walkthroughs are probably more useful to players of computer and fantasy games. A highly structured fantasy ‘quest’ story lends itself to narrative instructions better than do casual or sports games, which involve more procedural play that is likely to change from one play session to the next. And seeking walkthroughs is likely more convenient to computer-game players, as they probably do not need to go to another machine to look for walkthroughs on the Internet. More males than females said they had visited websites about games (64.5% of males vs. 45.5% of females), though this finding was not significant (n=62, x2 1.903, df 1, p = .168). This might be attributable to the fact that many casual games can be accessed on websites. In general, almost all game-related literacy practices showed more male participants than females, but these differences were only significant (p < .01) for reading magazines about games, using walkthroughs, or ‘surfing’ websites about games. These differences raise questions about player communities. In seeking out walkthroughs and in reading magazines, do computer gamers find themselves participating in different communities of practice than gamers who do not? How do walkthroughs function as an artifact in the social life of gaming, and what do more isolated game players – girls and low-income youth – miss out on if they are not using these media and talking about them with other game players? Which players are aware that walkthroughs exist? How do the websites that different student groups visit in their game-related activity contribute to divides between different communities? While this study cannot yet answer these questions, it appears we cannot treat all players as if they have access to the same social capital when it comes to literacies surrounding games. Discussion This study makes it clear that students’ gaming habits should not be considered monolithic. Their genre and platform preferences, social play groups, and literacy practices are often divided along gender and socioeconomic lines. When we study, develop, or teach with games, we have to account for these very real differences. The digital divide appears to still manifest when it comes to computer games. This may be in part because of the quality of computers and Internet connections to which low-SES students have access, and in part because of a discomfort with keyboard-based interfaces. More research on the nature of these students’ distaste for computer games is probably in order. It is worth paying attention to indications that computer-game players are more likely to engage in online literacy activities, and that high-income males seem to be more likely than other groups to play these games and to play with others. Lacking the ability to join online games may seem trivial, but some tech-industry magazines have been calling World of Warcraft ‘the new golf’ – the recreational pastime where high-tech elites fraternize, relax, and build business contacts, much as they might once have at a country club. If this holds true, and if women and low-income students are as much less likely to play socially as this study indicates, we can expect the play spaces of power to remain segregated. There are research reasons for attending to this inequality in MMORPG gaming, as well. To date, fantasy-themed massively multiplayer online role-playing games (MMORPGs) such as World of Warcraft, Lineage, and Star Wars Galaxies have figured prominently in research on games and literacy practices. All of these are computer games which require computer play, a heavy time 209 Gillian Andrews investment, and a taste for fantasy content; they also require a great deal of social play, often with strangers, to advance to high levels of the game. It is not wholly surprising that many students do not play these games. Doing the math, it appears likely that no more than an average of 16 students in every North American high school play World of Warcraft, one of the most popular MMORPGs.[7] In light of this study, scholars should be cautious when presented with research regarding young people’s participation in MMORPGs. While these games are gaining in popularity, this form of gaming may still be considered marginal by many students. It seems important to reconsider the weight placed on studies of MMORPGs considering these numbers, student preferences expressed in this study, and the fact that average students at the low-SES school did not play these games. In pile sorts, in fact, low-SES students claimed not to recognize these games or know anyone who played them. Because of these demographically disproportionate play patterns, we should not be quick to assume that players of casual computer games and console video games are as accustomed to literacy practices related to their favorite games as are their classmates who play complicated, longform computer games. We may not find they are spending time discussing strategy in forums, assisting strangers with their quests, joining extra-local teams, or writing poetry about their characters’ exploits, despite Steinkuehler’s (2004) detailed observations of these practices and her suggestion that the newfound popularity of MMORPGs has made these practices widespread. Beyond MMORPGs and literacy practices, this study puts the basis of other scholars’ conjectures and observations in question. I deliberately included a number of the games Gee discusses in the pile sorts, even though few of the students had mentioned these games when naming the top three games they had spent time on over the past year. When asked to identify games they had seen before, these high school students indicated they had never seen many of the games Gee mentioned. Consider, for example, Civilization, a computer game where you shape the course of history. Civilization has been the subject of many a loving, exploratory piece on games in education, including the work of Squire, Gee, popular writer Steven Johnson (2005), and myself and my colleagues at Teachers College. This was another game most students in the pile sorts, even those who played computer games, claimed never to have seen. This is not to say, of course, that we should therefore ignore Civilization and other complex computer simulation games as potential teaching tools. However, we should be very wary when popular writers such as Johnson (2005) suggest that our students are spending their free time playing these games and somehow improving their minds by doing so. When bringing these games into the classroom, teachers should get a sense of their students’ comfort levels with such games, and not expect them to be immediately fluent with the more complex controls computer games may have. In light of feedback from students at Miranda Nell, this appears to be especially true when dealing with low-SES students. Does this unfamiliarity mean that low-income students will reject computer simulation, strategy, or MMORPG games out of hand if these games are brought into the classroom? Not necessarily. Squire’s findings about the excitement of the low-SES students he had playing Civilization suggest that the sheer novelty of computer games in the curriculum may pique students’ enthusiasm even if they don’t play these genres on their own time (Squire, 2004). However, as many students sorted games like these into ‘games for nerds’ or ‘games for computer heads’ piles, educators should be prepared for the possibility that some students will make the distinction between their own favorite games and ‘uncool’ educational computer games. Meanwhile, the research community has neglected sports games. It seems it would behoove those looking to serve low-income urban populations to begin to do more in-depth research on this genre – the ways students play, attendant activities surrounding the games, and the ways sports game mechanics might be used to serve pedagogical goals. For example, students could replay sports games and experiment with their settings for lessons on probability and statistics. For educational game developers seeking to create original games, I would recommend keeping games thematically light or non-specific. Students associate fantasy, sports, military, and cartoon themes with specific groups of students to which they may or may not belong (‘boys’ and ‘kids’ in my pile sorts), so some groups of students may end up rejecting games with strong themes of these sorts. Some academic subjects clearly suggest a theme for a game (for example, history, literature, or biology), but with less thematically specific subjects, such as math or language 210 Gameplay, Gender and Socioeconomic Status learning, it may be worth developers’ time to learn more about the preferences of their target audience. Developers should also note that games played on handheld devices may be more welcoming to a broad range of students than desktop computer games. We might therefore look to the exploratory projects at the University of Wisconsin, MIT, and other schools for their pathbreaking work on the possibilities of deploying educational software for the PalmPilot. It should be noted that other studies caution against looking at SES alone. Hung’s (2007) research has found that, unlike the students I spoke with, low-income Chinese immigrant students in NewYork City spend extensive time in LAN and computer gaming. A survey in Britain found that immigrant families often develop more facility with computers than native-born low-income families as they maintain digital contact with relatives overseas. Clearly, other factors such as ethnicity and immigrant status will influence how these results play out in particular communities. This work attempts to argue not that SES alone informs game-play patterns, but rather that it is one of many factors we must consider in developing a meaningful picture of play. Finally, it must be noted that this research presents broad patterns, and there are always exceptions to these rules. Certainly, there were students at each school who went against the norm for their gender or SES. There were girls who played shoot-em-up console games at Tarnover, boys who dabbled in MMORPGs at Miranda Nell, and kids at both schools who spent time on all sorts of marginal games, from Dance Dance Revolution to Nintendogs. However, this study aimed to understand the ‘average’ gamer in each group and avoid rhapsodizing about the exceptions. In the main, girls did go out of their way to avoid being associated with anything but casual games, calling many games ‘violent’ and ‘for boys’. Low-SES students did disproportionately report playing sports games, and high-SES males were more likely than other groups to play long-form computer games. Given that gender and SES disparities still exist, academics should be addressing the cultural, sociopolitical, and economic pressures on students –and on the game industry – to understand why these differences are so stark. Clearly, those seeking to understand the game-play of different groups of students must situate students in global networks of capital, gender, and culture, rather than maintaining a one-dimensional view of the player as existing in play alone. Notes [1] Both school names used here are pseudonyms. [2] The survey was distributed in advisory sessions at both schools, and the lower percentage of respondents at Miranda Nell on the first survey was largely due to whole advisory groups failing to return their surveys. Nevertheless, this did not make the overall age distribution at Miranda Nell unexpectedly different from that at Tarnover (see Table NI). Miranda Nell’s status as an ‘alternative’ high school, for students who had trouble at other schools, may account for the higher proportion of older students. Age 13 14 15 16 17 18 19 Count at MN 4 39 28 31 27 10 2 Count at T 2 43 31 20 30 2 0 Table NI. [3] I did not ask questions about parents’ income, and did not ask about parents’ education level until the second survey, in which fewer students participated. Overall, as one might expect, parents of students at the private school appeared on average to be better educated than those at the public school. As a result of the small size of my data sample on parents’ education level, however, I classified students solely on the basis of the poverty levels in their neighborhood. The use of zip and census data is obviously a crude measure of SES. It relies on monetary judgments rather than on families’ social capital. Ideally, I would have asked more about family 211 Gillian Andrews background, but the measures I used were deemed to be less invasive and more likely to yield a greater amount of data without arousing suspicion on the part of participants. However, the fact remains that Miranda Nell students do predominantly live in neighborhoods with high percentages of poor or working-class people, and attend a Title 1 public school, while Tarnover students attend a college preparatory school and live in a relatively well-to-do section of suburban Connecticut. This suggests a higher probability that these students have access to the social capital correlated with the average income levels in their neighborhoods. [4] This was not ideal – I realized later that I should have included the practices questions in the first survey. As it was, I ended up with a self-selected population on the second survey. It would be worth figuring out whether the self-selected students on the second survey tended to be more avid gamers, as that would indicate that the very low levels of participation in game-related literacies online which I found were in fact still higher than one might expect. However, I have not yet been able to complete this analysis. [5] Again, all names are pseudonyms. [6] I should note two things: first, casual/computer and fantasy/sports are the key dichotomies here, and these are not mutually exclusive; some games were categorized both as computer and fantasy games. However, students never sorted fantasy and sports games into the same pile, except when one highSES male classified games in the broadest possible demographic terms, sorting both genres into a pile for ‘kids through adults’. Nor did they sort casual and computer games into the same pile. Second, these are generally not the names students gave to these piles; each sorting team gave the piles different names, but the groupings held across sorts. I am sticking to the industry names for these genres here for the sake of clarity. [7] Assuming a player base of 1.5 million in North America. Nick Yee’s research (Yee, 2005) suggests the average age of WoW players is 28.3 years, with a standard deviation of 8.4; assuming a normal curve, about 16% of these players, or 240,000, should be under 20. If all of those players were either in one of Canada’s 3400 or the United States’ 15,472 high schools, which seems unlikely, there would be about 16 players per high school. References Bickerton, S. (2003) Let the Games Begin: gaming technology and entertainment among college students. Washington, DC: Pew Internet & American Life Project. http://www.pewinternet.org/PPF/r/93/report_display.asp Caillois, R. (2001) Man, Play, and Games. Chicago: University of Illinois Press. Gee, J.P. 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(2005) A Model of Player Motivations. http://www.nickyee.com/daedalus/archives/001298.php GILLIAN ‘GUS’ ANDREWS is a doctoral student in Communications and Education at Teachers College, Columbia University. In addition to doing research in academia and industry, she has also been engaged in game design and video production, most recently for AfterEd.tv. She has also worked as a user researcher at Linden Lab (Second Life) and McGraw Hill. Her dissertation research is on failures to read on the Internet, a project which she is documenting at www.gumbaby.com. Correspondence: Gillian ‘Gus’ Andrews, Teachers College, Columbia University, 525 West 120th Street, New York, NY 10027, USA ([email protected]). 213
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