Gender Differences

Games for Learning: Does Gender Make a Difference?

New entry in Digiplay games research bibliography:

An important factor to consider in developing educational computer games concerns whether there are any differences between learners in their acceptance of games for learning. In particular there is concern that the strong male preference found in playing games for leisure might also extend to games-based learning, making males more accepting of games in learning than females.There is clear evidence that the violent content and competitive structure of many games, gender stereotyping of female characters, the lack of opportunities for meaningful social interaction between game characters and the visual skills required to succeed in many games are features of games that make them less appealing to females than to males. Games manufacturers have responded to criticisms that games are male-oriented by developing games which aim to appeal to both males and females. However they have also acknowledged that boys and girls essentially prefer different types of game and they have also developed games specifically targeted at girls. These preferences in computer games have helped to confirm that males and females have different interests and preferences which are very deep rooted and emerge in infancy. Woudheusen has argued that these preferences are resistant to change as they probably reflect biologically influenced inclinations which are crystallised by socialisation processes.While it is acceptable to develop different games for leisure for boys and girls, with games for learning the situation is more complex. Schools and universities need to be inclusive and new learning methods and materials should aim to be gender neutral. However games for learning are being introduced into a prevailing motivational climate in schools which suits the more committed and methodical approach of girls. Many boys subscribe to the "Not cool to study" view and this has led to a culture of underachievement and "laddishness" amongst boys. It is tempting to argue that the easy engagement and the active, competitive style of interaction required in many computer games provides an ideal opportunity to re-engage many disengaged young men in learning.Ultimately it seems likely that the way forward is to develop a range of games for learning which are competitive or not and which include social interaction or not and to guide students in selecting games which are most congruent with their own individual preferences. As with any other educational intervention, games for learning will need to be evaluated to ensure that they help learning and that they do so in a way that as far as possible does not favour one group over another.

Gender differences in the mesocorticolimbic system during computer game-play

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Little is known about the underlying neural processes of playing computer/video games, despite the high prevalence of its gaming behavior, especially in males. In a functional magnetic resonance imaging study contrasting a space-infringement game with a control task, males showed greater activation and functional connectivity compared to females in the mesocorticolimbic system. These findings may be attributable to higher motivational states in males, as well as gender differences in reward prediction, learning reward values and cognitive state during computer video games. These gender differences may help explain why males are more attracted to, and more likely to become "hooked" on video games than females. \copyright2007 Elsevier Ltd. All rights reserved.

Gender differences in video game characters' roles, appearances, and attire as portrayed in video game magazines

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Video game characters have the potential to shape players' perceptions of gender roles. Through social comparison processes, players learn societal expectations of appearances, behaviors and roles. Forty-nine articles were coded from current U.S. gaming magazines, resulting in 115 coded characters. This content analysis of video game magazine articles investigated how characters are portrayed, focusing on gender differences. Males were more likely to be heroes and main characters, use more weapons, have more abilities, and were more muscular and powerful. Females were more often supplemental characters, more attractive, sexy, and innocent, and also wore more revealing clothing. Understanding these video game messages is an important first step in understanding the effects games and magazines may have on behavior and attitudes.

Gender-linked differences in the toys, television shows, computer games, and outdoor activities of 5-to 13-year-old children

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This study was designed to compare how 5- to 13-year-old children's leisure activity preferences differ with age and gender. Responses from 60 boys and 60 girls about their favorite toys, television shows, computer games, and outdoor activities were compared across leisure categories. The results showed that gender was a significant factor. Overall, boys spent more time in these leisure activities than girls did. They spent the most time engaged in sports, watching television, and playing computer games, whereas girls spent the most time watching television. Results from a gender index for all activities indicated that boys' leisure preferences became slightly more masculine with age. For girls, preferences for television shows became more feminine with age, but preferences for toys, computer games, and sports became less feminine. These self-chosen preferences may provide differential opportunities for the development of visual-spatial skills, achievement, initiative, self-regulation, and social skills.

How important is the digital divide? The relation of computer and videogame usage to gender differences in mental rotation ability

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Researchers interested in the associations of gender with spatial experience and spatial ability have not yet focused on several activities that have become common in the modern digital age. In this study, using a new questionnaire called the Survey of Spatial Representation and Activities (SSRA), we examined spatial experiences with computers and videogames in a sample of nearly 1,300 undergraduate students. Large gender differences, which favored men, were found in computer experience. Although men and women also differed on SAT scores, gender differences in computer experience were still apparent with SAT factored out. Furthermore, men and women with high and low levels of computer experience, who were selected for more intensive study, were found to differ significantly on the Mental Rotations Test (MRT). Path analyses showed that computer experience substantially mediates the gender difference in spatial ability observed on the MRT. These results collectively suggest that the "Digital Divide" is an important phenomenon and that encouraging women and girls to gain spatial experiences, such as computer usage, might help to bridge the gap in spatial ability between the sexes.

The role of violent cognition in the relationship between personality and the involvement in violent films and computer games

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The study investigates the relationship between empathy and attitudes towards violence and real-life exposure to violent films and computer games. It is hypothesised that low empathy and attitudes that predispose people towards violence are more strongly related to exposure to violent films and computer games than to superordinate personality traits (e.g., EPQ psychoticism, extraversion, antisocial personality traits), or subtraits, such as sensation-seeking. Four hundred and thirty-three students in further education completed three personality questionnaires, a questionnaire of attitudes towards violence, and reported on their use of violent computer games, films and videos. Multivariate analyses in the form of ordinary least squares (OLS) models were used to test the primary hypotheses. Acceptance of violence, as measured by the Maudsley Violence Questionnaire (MVQ), was the strongest and most consistent predictor of violent media use. Superordinate personality traits were generally fully mediated by acceptance of violence. The findings emphasise the importance of general acceptance of violence in the consumption of violent games and films. Some gender differences emerged; particularly in relation to the use of violent computer games. Empathy had no significant effects for either males or females.

The relationship between computer-game preference, gender, and mental-rotation ability

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This study examined how computer-game preference relates to mental-rotation test (MRT) performance and to gender differences. Subjects were 861 German secondary-school children (mean age = 14.67; range 10-20 years). Latent class analysis with the data of a computer-game preference scale revealed three types of players: "non-players", "action-and-simulation game players" and "logic-and-skill-training game players". Large gender differences were found with respect to class assignment. More females than males were found in the "logic-and-skill-training game player" class (82.9%) and in the class of "non-players" (81.9%). Males in contrast were overrepresented (81.7%) in the class of "action-and-simulation game players". As expected, males on average outperformed females in mental-rotation test performance (d = 0.63). Furthermore, ANOVA results indicated mean differences in mental-rotation ability between action-and-simulation players and non-players (partial eta(2) = .01) as well as age differences (partial eta(2) =.04). With boys, non-players on average had lower MRT scores than action-and-simulation game players. For females, computer-game preference was unrelated to MRT performance. Results are discussed within a nature-nurture-interactionist framework of gender differences in spatial abilities.

Hostility among adolescents in Switzerland? Multivariate relations between excessive media use and forms of violence

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Purpose: To determine what kind of violence-related behavior or opinion is directly related to excessive media use among adolescents in Switzerland. Methods: A national representative sample of 4222 schoolchildren (7th- and 8th-graders; mean age 13.9 years) answered questions on the frequency of television-viewing, electronic game-playing, feeling unsafe at school, bullying others, hitting others, and fighting with others, as part of the Health Behaviour in School-Aged Children (HBSC) international collaborative study protocol. The Chi-square tests and multiple logistic regression analyses were applied to high-risk groups of adolescents. Results: For the total sample, all bivariate relationships between television-viewing/electronic game-playing and each violence-related variable are significant. In the multivariate comparison, physical violence among boys ceases to be significant. For girls, only television-viewing is linked to indirect violence. Against the hypothesis, females' electronic game-playing only had a bearing on hitting others. Conclusions: Experimental designs are needed that take into account gender, different forms of media, and violence to answer the question of whether excessive media use leads to violent behavior. With the exception of excessive electronic game-playing among girls, this study found that electronic media are not thought to lead directly to real-life violence but to hostility and indirect violence.

Gaming at a LAN event: the social context of playing video games

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An exploratory survey was undertaken about the appeal of playing video games at a Local Area Network (LAN) event where personal computers are linked in order to play both face-to-face and online. First, we wanted to know who the visitors of a LAN event were, because there is hardly any research available about this class of gamers. Second, we wanted to know why they participated in a LAN event. The survey showed that LAN gamers were almost exclusively male, with a mean age of 19.5 years. They devoted about 2.6 hours each day to gaming. They were motivated by social contact and a need to know more about games. The competition motive was third in the total sample. A subgroup of heavy gamers obtained a higher score on competition. This article emphasizes the importance of the social context of gaming and interprets its results as a nuance of the stereotype of the solitary, adolescent gamer.

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