Sex-Differences

New entry in the Digiplay Games Research Bibliography:

Terlecki, M. S.; Newcombe, N. S. (2005)
Sex Roles

Image of booksResearchers 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. Read more...

New entry in the Digiplay Games Research Bibliography:

Jansz, J. (2005)
Communication Theory

Image of booksThis article proposes a theoretical explanation for the popularity of violent video games among adolescent male gamers. The author uses theories about media and emotion as well as theories about emotion as a process to develop a model for the unfolding of emotion in violent video games. It is argued that violent video games provide a gratifying context for the experience of emotions. The fact that gamers are largely in control of the game implies that they can voluntarily select the emotional situations they confront. This freedom is attractive for adolescents who are in the midst of constructing an identity. For them, the violent game is a safe, private laboratory where they can experience different emotions, including those that arc controversial in ordinary life. Gamers may deliberately select emotions that sustain dominant masculine identity (e.g., anger), as well as emotions that are at odds with dominant masculinity (e.g., fear). Read more...

New entry in the Digiplay Games Research Bibliography:

Hartmann, T; Klimmt, C (2006)
Journal of Computer-Mediated Communication

Image of booksOn average, girls and women are less involved with video games than are boys and men, and when they do play, they often prefer different games, This article reports two studies that investigated the dislikes of German females with regard to video games. Study I applied conjoint analysis to female respondents' (N=317) ratings of fictional video games and demonstrated that lack of meaningful social interaction, followed by violent content and sexual gender role stereotyping of game characters, were the most important reasons why females disliked the games. Study 2, an online survey (N=795), revealed that female respondents were less attracted to competitive elements in video games, suggesting an explanation for gender-specific game preferences, These findings are discussed with respect to communication theory on interactive entertainment and their implications for applied video game design. Read more...

New entry in the Digiplay Games Research Bibliography:

De Lisi,R; Wolford,J L (2002)
Journal of Genetic Psychology

Image of booksThe authors investigated the relation between mental rotation (MR) and computer game-playing experience. Third grade boys (n=24) and girls (n=23) completed a 2-dimensional MR test before and after playing computer games (during 11 separate 30-min sessions), which either involved the use of MR skills (the experimental group) or did not involve the use of MR skills (the control group). The experimental group outperformed the control group on the MR posttest but not on the pretest. Boys outperformed girls on the pretest but not on the posttest. Children whose initial MR performance was low improved after playing computer games that entailed MR skills. The findings imply that computer-based instructional activities can be used in schools to enhance children's spatial abilities. Read more...

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