ABSTRACT

Male motivation for creating video game seems to be independent of personal gaming habits and other relevant social factors. One popular cultural product that has not been studied through the lens of Miller, G. F. courtship model is video games. When controlling for variables that seem to have an effect on the reception of game creators, the sex difference vanished. Miller argues that the production of cultural products might be one way for men to pass the test they are put to by women in the sexual selection process. If the differences in the production and consumption of video games were truly similar to those that have been found for literature, for instance, one would also expect females to consume them more, as could be predicted from parental investment theory. Video games are playful, attractive, creative, and entertaining—and so is the sexual selection.