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Thematic Analysis on Exploring Experiences

of Malaysian Female Gamers


by Tan Jin Wen, supervised by Asnina Anandan

Background Methodology Results


o 42% of female today plays video o Design: phenomenological research
games within 14 millions of gamers in
Malaysia (NewZoo, 2017). o Participants: 6 female gamers; aged 18 – 35

o Experiences of female gamers in past o Interview: Semi-structured


studies:
o Prone to cyber harassments Procedure
(Cote, 2015; Gray et al., 2017)
1. Appointment made with participants,
o Play games to socialize provided pre-interview sheet & interview
(Nagygyörgy et al., 2013) schedule.
2. Debriefed participants before interviewing.
Rationale of Study 3. Provided post-interview information sheet
after the interview.
o There were still unexplored
descriptions of female gamers’ 4. Sent copies of transcripts to participants for
experiences particularly in Malaysia. member checking.
Aim of Study
o Examining and understanding the Discussion Future Recommendations
experiences of Malaysia female
gamers. o Malaysian female gamers were found to o Explore young female gamers’ experiences to help them cope
encounter similar experiences with female with stress that results from playing games online because
Research Questions gamers from other cultural contexts. young females were more likely to have depressive
symptoms (Lewis et al., 2015).
o What are the general experiences of o Females easily grew interest in gaming in
female gamers on gaming platforms? early age with the influences from o Focus on a game to explore more specific experiences
families (McLean & Griffiths, 2013). because demographic might be differ from each game, for
o What aspects are able to encourage example, there might be more older consumers on age-
more females to join the gaming o Female gamers were more prone to restricted games such as Mortal Kombat and players might
industry? harassments (Ballard & Welch, 2017). receive more serious forms of cyberbully or harassment

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