Table 1.
Inclusion | Exclusion | |
---|---|---|
Sample | Prioritization was given to female gamers, although other samples including male gamers were included if there was a subsample of women analyzed independently as a specific gender | Female gamers not addressing female gamers issues at an individual or community levels; male gamer samples; or female and male gamer samples where both were analyzed together as a unique gender |
Phenomenon of Interest | Studies about female gaming or females in gaming culture | Studies examining other related themes (e.g., male gamers, industry professionals, etc). Studies which do not specifically consider gaming or gaming culture |
Design | Theoretical (e.g., reviews) or empirical peer-reviewed papers with all methodological approaches (e.g., experiments, survey, qualitative or mixed-methods) | Non-peer reviewed papers (e.g., gray literature, book chapters, conference proceedings, PhD theses, etc). |
Evaluation | Synthesis, quantitative analysis, qualitative or mixed methods analyses of benefits of female gaming, why women play video games, and female characters within video games; and women’s role in gaming culture. | Any paper not addressing the topic included in the research questions (e.g., women learning electroacoustic composition) |
Research Type | Peer-reviewed journal articles published between the years 2000 and 2018, with full text available in English, German, Polish, Spanish, Italian, Portuguese, or French. | Peer-reviewed papers published in the 20th century. Gray literature (e.g., conference papers, reports, thesis, dissertations), protocols, editorials, opinion pieces, etc). |