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