GENDER-DIFFERENCES

New entry in the Digiplay Games Research Bibliography:

Wallenius, M.; Punamaki, R. L.; Rimpela, A. (2007)
Journal of Youth and Adolescence

Image of booksThe roles of age, social intelligence and parent-child communication in moderating the association between digital game playing and direct and indirect aggression were examined in 478 Finnish 10- and 13-year-old schoolchildren based on self-reports. The results confirmed that digital game violence was directly associated with direct aggression, especially at age 10, but only among boys. The moderating role of social intelligence was substantiated among older boys: game violence was associated with indirect aggression among those with high level of social intelligence. Further, as hypothesized, digital game playing was associated with direct aggression especially when parent-child communication was poor, but only among boys. Our findings emphasize the importance of individual and situational factors as moderators of the link between game violence and aggression. Read more...

New entry in the Digiplay Games Research Bibliography:

Yatim, Maizatul H M; Nacke, Lennart; Masuch, Maic (2006)

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New entry in the Digiplay Games Research Bibliography:

Lucas, K.; Sherry, J. L. (2004)
Communication Research

Image of booksIn this study, we examined gender differences in video game use by focusing on interpersonal needs for inclusion, affection, and control, as well as socially constructed perceptions of gendered game play. Results of a large-scale survey (n = 534) of young adults' reasons for video game use, preferred game genres, and amount of game play are reported. Female respondents report less frequent play, less motivation to play in social situations, and less orientation to game genres featuring competition and three-dimensional rotation. Implications for game design are discussed. Read more...

New entry in the Digiplay Games Research Bibliography:

Ginn,S R; Pickens,S J (2005)
Perceptual and Motor Skills

Image of booksPrevious results suggested that female college students' scores on the Mental Rotations Test might be related to their prior experience with spatial tasks. For example, women who played video games scored better on the test than their non-game-playing peers, whereas playing video games was not related to men's scores. The present study examined whether participation in different types of spatial activities would be related to women's performance on the Mental Rotations Test. 31 men and 59 women enrolled at a small, private church-affiliated university and majoring in art or music as well as students who participated in intercollegiate athletics completed the Mental Rotations Test. Women's scores on the Mental Rotations Test benefitted from experience with spatial activities; the more types of experience the women had, the better their scores. Thus women who were athletes, musicians, or artists scored better than those women who had no experience with these activities. The opposite results were found for the men. Efforts are currently underway to assess how length of experience and which types of experience are related to scores. Read more...

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