Search This Blog

Thursday 17 November 2011

Choosing a method

Is it a family affair?



The aim of this project is to provide an academic study of one of the industry level questions which have been discussed thus far.  By constructing small groups of three, we will concentrate on one of the questions and aim to provide a detailed and informed research study surrounding one question.
We have talked a lot about varying research methods during a lecture, these take form under two categories:

Quantative and Qualitative as well as Primary and Secondary data collection

It is important, I feel, to gain an understanding of how to use these methods correctly and for them to support/ develop the study of the hypothesis which will be constructed.

The question that my group are going answer is

Do media platforms and genres have specific gender appeal? Why don't more women play console games?

After having a group meeting we discussed some of the key areas that we would look at:

  • Role models for young girls, provided on television shows and reflected in games such as Grand Theft Auto and the derogatory image of women only being portrayed as prostitutes. Does this negative representation have a key impact or does is this simply over looked and are young girls having to look towards celebrities/ in more recent months royalty for a positive role model?
  •  The history behind women's role within society, we want to find out/ look into the 'Hunter and Gatherer' theory, and focus on the stereotypes as well as the social norms within the gaming industry. Are females discouraged to use online gaming platforms because they are filled with testosterone fuelled men who favour violence and vulgarity. We should also look at the issue of violence within games, are these the only games that become popular and is it simply because they create a sense of escapism. Whereas females generally favour games that will help to improve skills?
  • Linking closely with the social side, we want to focus on the family side. Is it simply a case of the person and not the gender? 
  • As well as the advertising, do platforms such as the Nintendo Wii use specific individuals to sell the product? We will look to analyse some of the campaigns that a variety of companies use. 
  • It is also interesting to look at the technology behind it, as it is becoming common for users to create their own avatar. Why is this? How did the need or recognition for this change become apparent? 
  • One key thing to consider is whether any of the information exists? Have gaming companies done research into the problem of gender appeal and neglect? 
It is important as a group that we conduct academic research, which will done using LJMU online journals because these are generally up to date. 

The next stage of our research is to create and circulate a questionnaire, I also believe that online surveys can be very beneficial.

No comments:

Post a Comment