investiGaming - Research Findings on Gender and Games

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investiGaming is a publication of the Serious Game Design group in the Department of Telecommunication, Information Studies, and Media at Michigan State University, 2007-2009

This gateway is partially supported by grant 0631771 from the National Science Foundation.

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Full Record

Gender, video game playing habits and visual memory tasks

Author: Ferguson, Christopher J. , Amanda M. Cruz and Stephanie M. Rueda
Date: 2008
Source: Sex Roles, Volume 58, Numbers 3-4 / February
Full Text Link:

http://www.springerlink.com/content/g8033jv674007212/

Synopsis:

A pilot sample of seventy three undergraduates identified common objects as “male” “female” and “neutral” exemplars.  Then seventy two undergraduates were asked to draw the Rey Complex Figure and the previously categorized objects from memory.  These drawings were then analyzed.

Keywords:

journal, spatial cognition, adults younger

Abstract:
SpringerLink

The current research examined whether visuospatial recall of both abstract and common objects was related to gender or object familiarity. Seventy two undergraduates from a university in the Southern U.S. were asked to draw the Rey Complex Figure and a series of common objects from memory. A pilot sample of seventy three undergraduates had previously identified common objects as "male" "female" and "neutral" exemplars. Males were significantly better at drawing "male" and "neutral" exemplars whereas females were better at drawing "female" exemplars. Neither gender was significantly better at the Rey task. These results question whether males have an inherent advantage in visual memory. Results also found that experience with playing violent video games was associated with higher visual memory recall.

Implications for Game Industry:
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Research Highlights:
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