Abstract
The Entertainment Software Association (ESA) found that women accounted for 46% of U.S. gamers in 2024. However, women players (especially girl players) remain an under-researched demographic in game studies. The aim of this qualitative case study was to expand upon previous research discoveries and explore the 21st-century skills, design processes, perspectives, and behaviors of adolescent girl players as they played, created, and survived in a video game ( Minecraft ). The data analysis involved triangulating eleven qualitative case study interviews with visual artifacts and observations from twenty-one girl players. A hundred and fifty students collaborated with the participants throughout various stages of the study's three phases. The qualitative coding process generated five themes: (1) Father Figures , (2) Community House , (3) Gamer Girl , (4) Lockdown , and (5) Trial and Error . Each theme organizes and shares how girls viewed, theorized, and interpreted their video game experiences during the COVID-19 pandemic.
Published Version
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