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  • Girls can’t play_Revised Final, Kaye & Pennington

    Rights statement: This is the author’s version of a work that was accepted for publication in Computers in Human Behavior. Changes resulting from the publishing process, such as peer review, editing, corrections, structural formatting, and other quality control mechanisms may not be reflected in this document. Changes may have been made to this work since it was submitted for publication. A definitive version was subsequently published in Computers in Human Behavior, 59, 2016 DOI: 10.1016/j.chb.2016.02.020

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"Girls can't play": the effects of stereotype threat on females' gaming performance

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"Girls can't play": the effects of stereotype threat on females' gaming performance. / Kaye, Linda; Pennington, Charlotte Rebecca.
In: Computers in Human Behavior, Vol. 59, 01.06.2016, p. 202-209.

Research output: Contribution to Journal/MagazineJournal articlepeer-review

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Kaye L, Pennington CR. "Girls can't play": the effects of stereotype threat on females' gaming performance. Computers in Human Behavior. 2016 Jun 1;59:202-209. Epub 2016 Feb 15. doi: 10.1016/j.chb.2016.02.020

Author

Kaye, Linda ; Pennington, Charlotte Rebecca. / "Girls can't play" : the effects of stereotype threat on females' gaming performance. In: Computers in Human Behavior. 2016 ; Vol. 59. pp. 202-209.

Bibtex

@article{b13e3fd028b0481384042d0fd51c88c4,
title = "{"}Girls can't play{"}: the effects of stereotype threat on females' gaming performance",
abstract = "The current study examined the impact of stereotype threat on female online gamers' performance and further examined whether manipulating the availability of multiple social identities effectively eliminated these performance decrements. Further, participants' implicit attitudes towards female online gamers were assessed. Eighty-one participants (60 female) were assigned to one of four experimental conditions: 1), stereotype threat, 2), multiple social identities, 3), female control, and 4), male control. They completed an Implicit Association Test and a gaming task. The number of coins collected in a 5-min time period provided a measure of gameplay performance. Results indicated that stereotype threatened females underperformed on the gaming task relative to males in the control condition. The intervention of multiple social identities successfully protected females' gameplay performance from stereotype threat. Additionally, differences were found between conditions in implicit attitudes pertaining to gender-gaming competence. This research highlights the harmful effects of negative stereotypes on females' gaming performance, and suggests that these decrements may be eliminated when females identify with an alternative positive social identity.",
keywords = "Stereotype threat, Social identity theory, Multiple social identities, Gender, Digital games, Implicit attitudes",
author = "Linda Kaye and Pennington, {Charlotte Rebecca}",
note = "This is the author{\textquoteright}s version of a work that was accepted for publication in Computers in Human Behavior. Changes resulting from the publishing process, such as peer review, editing, corrections, structural formatting, and other quality control mechanisms may not be reflected in this document. Changes may have been made to this work since it was submitted for publication. A definitive version was subsequently published in Computers in Human Behavior, 59, 2016 DOI: 10.1016/j.chb.2016.02.020",
year = "2016",
month = jun,
day = "1",
doi = "10.1016/j.chb.2016.02.020",
language = "English",
volume = "59",
pages = "202--209",
journal = "Computers in Human Behavior",
issn = "0747-5632",
publisher = "Elsevier Limited",

}

RIS

TY - JOUR

T1 - "Girls can't play"

T2 - the effects of stereotype threat on females' gaming performance

AU - Kaye, Linda

AU - Pennington, Charlotte Rebecca

N1 - This is the author’s version of a work that was accepted for publication in Computers in Human Behavior. Changes resulting from the publishing process, such as peer review, editing, corrections, structural formatting, and other quality control mechanisms may not be reflected in this document. Changes may have been made to this work since it was submitted for publication. A definitive version was subsequently published in Computers in Human Behavior, 59, 2016 DOI: 10.1016/j.chb.2016.02.020

PY - 2016/6/1

Y1 - 2016/6/1

N2 - The current study examined the impact of stereotype threat on female online gamers' performance and further examined whether manipulating the availability of multiple social identities effectively eliminated these performance decrements. Further, participants' implicit attitudes towards female online gamers were assessed. Eighty-one participants (60 female) were assigned to one of four experimental conditions: 1), stereotype threat, 2), multiple social identities, 3), female control, and 4), male control. They completed an Implicit Association Test and a gaming task. The number of coins collected in a 5-min time period provided a measure of gameplay performance. Results indicated that stereotype threatened females underperformed on the gaming task relative to males in the control condition. The intervention of multiple social identities successfully protected females' gameplay performance from stereotype threat. Additionally, differences were found between conditions in implicit attitudes pertaining to gender-gaming competence. This research highlights the harmful effects of negative stereotypes on females' gaming performance, and suggests that these decrements may be eliminated when females identify with an alternative positive social identity.

AB - The current study examined the impact of stereotype threat on female online gamers' performance and further examined whether manipulating the availability of multiple social identities effectively eliminated these performance decrements. Further, participants' implicit attitudes towards female online gamers were assessed. Eighty-one participants (60 female) were assigned to one of four experimental conditions: 1), stereotype threat, 2), multiple social identities, 3), female control, and 4), male control. They completed an Implicit Association Test and a gaming task. The number of coins collected in a 5-min time period provided a measure of gameplay performance. Results indicated that stereotype threatened females underperformed on the gaming task relative to males in the control condition. The intervention of multiple social identities successfully protected females' gameplay performance from stereotype threat. Additionally, differences were found between conditions in implicit attitudes pertaining to gender-gaming competence. This research highlights the harmful effects of negative stereotypes on females' gaming performance, and suggests that these decrements may be eliminated when females identify with an alternative positive social identity.

KW - Stereotype threat

KW - Social identity theory

KW - Multiple social identities

KW - Gender

KW - Digital games

KW - Implicit attitudes

U2 - 10.1016/j.chb.2016.02.020

DO - 10.1016/j.chb.2016.02.020

M3 - Journal article

VL - 59

SP - 202

EP - 209

JO - Computers in Human Behavior

JF - Computers in Human Behavior

SN - 0747-5632

ER -