Women self-identifying as digital game addicts: Their interpretations of power

[This paper comes from 2007 and was completed for a qualitative methodology course at Ohio State University under the amazing Patti Lather. She encouraged us to try different methods of communication research results; so I did a comic book, which you can see here.] What is digital game addiction? A number of approaches, theories, and … Continue reading Women self-identifying as digital game addicts: Their interpretations of power

Experiences of Hobby Game Players: Motivations Behind Playing Digital and Non-Digital Games

Based on a large online data collection effort back in 2006, the collaboration of GAMA, Ohio State University, and that other website, resulted in a pretty robust dataset that yielded a variety of interesting explorations. By: CarrieLynn Reinhard and Brant Guillory, 20 April 2014 ABSTRACT Central to our understanding of why people play digital games (either video … Continue reading Experiences of Hobby Game Players: Motivations Behind Playing Digital and Non-Digital Games

The Nintendo Wii U Experience

Thanks to the technology grant offered by my wonderful university, I was able to purchase a Deluxe Nintendo Wii U -- which means it comes with Nintendo Land so that you do not have to purchase it separately.  As part of my ongoing series as Dr. Geek for Clearance Bin Review, I wrote about my initial reaction … Continue reading The Nintendo Wii U Experience

2013 and the Future of Gaming

My last two posts for Clearance Bin Review as Dr. Geek have been considerations for the future of gaming given some technologies that are scheduled to be released this year.  These technologies all share a common aspect: they appear to be challenging the traditional console gaming market, whether by hardware, interface, or game distribution. In … Continue reading 2013 and the Future of Gaming

Hypersexualism in Gameplay and the Problem of the Action Heroine

The history of consumption of video games and computer games has largely been of one-sided demographics: the notion that men are more likely than women, boys more than girls, to play the games that had been the backbone of the gaming industry.  This notion has also become entrenched in the stereotype of the gamer as … Continue reading Hypersexualism in Gameplay and the Problem of the Action Heroine

Playing Digital Games as Scaffolding

[This is a research proposal from 2005 on how a child's cognitive developmental level could interact with digital games' formal features.  The entire proposal, with references, can be found here.] Introduction The history of the mass media has born witness to a chief concern: how will interacting with this or that medium and/or its content … Continue reading Playing Digital Games as Scaffolding

Women and Video Game Addiction: Experimenting with research narratives

This is an experimental research paper relaying women's stories, gathered with Sense-Making Methodology interviews, of times they felt they were addicted to video games.  My analysis, and thus the framing for this paper's "narrative", focuses on the dynamics of power in and around the women's lives during this period of addiction. This representation of the … Continue reading Women and Video Game Addiction: Experimenting with research narratives