Women gamers account for half of Australia’s gamers; but what about it?

Half of Australia’s gamers are women, but we know very little about mothers who game.

Women gamers account for almost 50% of gamers in Australia. The nuanced and varied experiences of mothers who game are lost among these statistics.

A 2020 global survey found that more than 70% of women gamers play on consoles, smartphones, and computers daily. The report highlighted the commercial benefits of marketing games to mothers – but did little to address the social factors influencing mothers’ gaming behaviours.

We think societal expectations and gendered perceptions of the mother’s role in the home may impede mothers wanting to game, and the reason why research in this area is scant.

But understanding what motivates mothers or deters them from gaming is essential for comprehending how family dynamics are structured or negotiated in the modern digital home.

What a mother should be

In Australia, mothers provide the majority share of household labour and care to children, often balancing these responsibilities with paid work. Time for gaming may be a luxury few mothers can afford.

The first and only known longitudinal study to research mothers who play computer games was conducted in 2009. The three-year study involved:

  1. Analyzing representations of gaming mothers in advertisements.
  2. News articles and blogs.
  3. Interviewing mothers and observing their gaming practices in the home.

The study highlighted discourse related to gaming mothers is entrenched in gendered tropes about parenting and expectations about what a mother should be. Mothers are portrayed in popular culture as “domestic guardians” who should devote their time to the family instead of “self-indulgent” gaming.

This ideology is evident in today’s gaming industry, where a game is said to have passed the “mum test” if it has a soft and feminized design.

A decade later, limited or conflicting demands on a mother’s time remain an issue for those wanting to game. Even in households where gaming is an accepted part of family life, mothers’ games may be influenced by expectations about their role. Fast-paced games such as PUBG (Player Unknown’s Battlegrounds), Among Us, and Bloodborne, do not allow players to pause or save progress in the game, which means they are not conducive to child-caring duties.

Managing time for gaming

Findings from a recent doctoral study (by one of the authors) about digital mothering suggest mothers’ gaming practices are associated with how they perceive their role in the home. In-depth interviews were carried out in the homes of 17 mothers in South Australia to uncover their experiences as both digital media users and as facilitators of children’s use.

Time constraints were identified as an issue that limited mothers’ opportunities for gameplay and implied a possible loss or relinquishing of a previously inhabited gamer identity:

My friend and I used to play Crash Bandicoot and Raiders of the Lost Ark like addicts before we had children. We were terrible […] But this was a long time ago; I don’t have time anymore.

Several mothers mentioned playing games casually on their mobile phones, especially word games with friends. Unlike the more immersive gaming experience on consoles, participants were able to dip in and out of mobile games at their convenience.

On the one hand, mothers would dismiss their gaming as nothing of consequence but, on the other, implied gaming is justified once other responsibilities have been attended to. This “time-filler” gaming profile is more common among female players, especially those who live with children.

Guilt about the time spent gaming was associated with how a mother should and shouldn’t act. One participant explained the need to self-regulate her mobile gaming to protect its impact on her family:

Those real-time games are terrible. They play with your mind once you start. You realize you’ve been playing it for two hours and did not get anything else done. It did become addictive, so I’ve learnt not to get caught up with it now.

Only one mother in the research study self-identified as a “hardcore gamer” and described how she played action role-playing games, like Fallout 4 “daily and all day.”

Rather than defending or downplaying her gaming, she embraced gaming as an integral and valuable part of family life that strengthens her relationship with her children and husband:

I get frustrated sometimes when I hear parents, mothers, in particular, complain about Minecraft, and I just think, ‘if you spent a little bit of time trying to understand it, you would know there is a lot of excellent potentials there.’

Unmasking mother’s gameplay

Industry statistics show mothers enjoy gaming – or at least they do if given the time. Yet, mothers’ participation in game culture is oft.’ underestimated and overlooked in academia.

To unmask mothers’ gaming experiences, we need to explore more fully how structural forces, such as stereotypical assumptions about mothering, may influence their perceptions and enjoyment of gaming.

When gaming is shared with other household members, family cohesion is enhanced. There are also significant health benefits from playing games, including reducing stress and anxiety levels and conditions mothers are familiar with.

Exploring mothers’ gaming practices in more depth will also increase the visibility and representation of mothers in gaming culture and in-game studies research.

But it’s not just about research; it’s also about what happens in the home. When you’re compiling your Birthday list for Mum this year, maybe give the novelty slippers a miss and think instead about giving her uninterrupted time to play – or you could offer to be her player two.

Staff Writer

Staff Writer

This article is authored by the in-house writing staff of Melbourne Lifestyles Magazine. The magazine’s opinion, or in other cases, is a republishing of an article in another publication that we strongly support. We are currently looking for writers, photographers and videographers in Sydney. If you are interested in participating, click here

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About the author(s)

Susie Emery, Lecturer, University of South Australia and Fae Heaselgrave, Lecturer in Communication and Media, University of South Australia

This article is republished from The Conversation under a Creative Commons license. Read the original article.



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