College students' video game participation and perceptions: Gender differences and implications
Publication Type:
Journal ArticleSource:
Sex Roles, Volume 56, Number 7-8, p.537-542 (2007)ISBN:
0360-0025Accession Number:
http://apps.isiknowledge.com/InboundService.do?Func=Frame&product=WOS&action=retrieve&SrcApp=EndNote&Init=Yes&SrcAuth=ResearchSoft&mode=FullRecord&UT=000245502200013Keywords:
academic and relational implications of gaming, Adolescents, Aggressive-Behavior, children, Computer, Electronic Media, gender and gaming, gender and video game content, Leisure Activities, Patterns, School Performance, Television, ViolenceAbstract:
As growing numbers of youth in the United States play video games, potential effects of game playing are being considered. We focused on gender-related aspects of gaming in a study of 206 college students. Men were significantly more likely than women to play video games two or more hours a week and to indicate that video game playing interfered with sleeping and with class preparation. A greater proportion of women than men complained about the amount of time their significant other played video games. Participants rated female video game characters as significantly more helpless and sexually provocative than male characters and as less likely to be strong and aggressive. Gender differences in participation and character portrayals potentially impact the lives of youth in a variety of ways.
Digiplay Bibliography Updates
- 'It's in the Game' and Above the Game: An Analysis of the Users of Sports Videogames
- Theoretical Consoles: Concepts for Gadget Analysis
- Avatar motion control by natural body movement via camera
- Adoption of Mobile Games as Entertainment Technology : A Test of Extended Technology Acceptance Model
- Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game
Related references
- Use of electronic media in adolescence: Results of the German Health Interview and Examination Survey for Children and Adolescents (KiGGS)
- Hostility among adolescents in Switzerland? Multivariate relations between excessive media use and forms of violence
- The relationship between sedentary activities and physical inactivity among adolescents: Results from the Canadian Community Health Survey
- Gaming at a LAN event: the social context of playing video games
- Digital game playing motives among adolescents: Relations to parent-child communication, school performance, sleeping habits, and perceived health


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