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Designing an Effective System to Red...
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Huffman, Kimberly Ann,
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Designing an Effective System to Reduce Adverse Behavior Towards Girl Gamers Within the Valorant Competitive Gaming Community /
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Designing an Effective System to Reduce Adverse Behavior Towards Girl Gamers Within the Valorant Competitive Gaming Community // Kimberly Ann Huffman.
作者:
Huffman, Kimberly Ann,
面頁冊數:
1 electronic resource (86 pages)
附註:
Source: Masters Abstracts International, Volume: 84-11.
Contained By:
Masters Abstracts International84-11.
標題:
Design. -
電子資源:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=30509715
ISBN:
9798379444266
Designing an Effective System to Reduce Adverse Behavior Towards Girl Gamers Within the Valorant Competitive Gaming Community /
Huffman, Kimberly Ann,
Designing an Effective System to Reduce Adverse Behavior Towards Girl Gamers Within the Valorant Competitive Gaming Community /
Kimberly Ann Huffman. - 1 electronic resource (86 pages)
Source: Masters Abstracts International, Volume: 84-11.
Esports, which is another name for online competitive gaming, has become more popular in recent years, with millions of players striving to be the best. With the increase in girl gamers, specifically in Valorant, a 5v5, character based, tactical shooter game, online gaming communities are experiencing adverse social conditions. The purpose of the research is to implement a design system that hinders negative players and incentivizes positive players to reduce the harmful effects that girl gamers are exposed to. This research study explores my experience as a female gamer in the Valorant online competitive community. Using Autoethnography as a transformational research method to examine further into the issue.
English
ISBN: 9798379444266Subjects--Topical Terms:
518875
Design.
Subjects--Index Terms:
Inclusion
Designing an Effective System to Reduce Adverse Behavior Towards Girl Gamers Within the Valorant Competitive Gaming Community /
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Esports, which is another name for online competitive gaming, has become more popular in recent years, with millions of players striving to be the best. With the increase in girl gamers, specifically in Valorant, a 5v5, character based, tactical shooter game, online gaming communities are experiencing adverse social conditions. The purpose of the research is to implement a design system that hinders negative players and incentivizes positive players to reduce the harmful effects that girl gamers are exposed to. This research study explores my experience as a female gamer in the Valorant online competitive community. Using Autoethnography as a transformational research method to examine further into the issue.
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